Wireless Sphere

Nov 26, 2008 at 9:15 AM
I'm sure this is not the right place to place this issue but... here goes nothing.

In the Sphere provided in the source sample, the algorithm used the calculate the sphere triangles leaves a lot of space between them. For instance the top point of the sphere is, none the less, "number of slieces" points, for what should be only one point shared by all the top polygons. Naturally, the same happening on the bottom point.

Does anyone have a sphere calculating algorithm that reuses thus joining the polygons?
Nov 26, 2008 at 9:47 AM
I figured it out.

Setting GeometryModel3D.SeamSmoothing to 1 covered the blanks. It was set to -1.