In lesson 20 we finally move from 2D graphics to 3D graphics. Specifically we go from flat disks to spheres.
To do this we just use some high school math. For a sphere of radius r
, you probably learned in high school that for any point (x,y,z) on the sphere surface the following is true:
x2 + y2 + z2 = r2
From there it is pretty easy to show that if you already know x
,y
and r
, you can find z
by:
z = sqrt(r2 - x2 - y2)
We use this formula to create a sphere, which we will do cool things with in coming lessons.
You can see this lesson by CLICKING HERE.
Again, so FUN!!!
> float radius = 0.2 * sin(uTime * 1.7 + 2.3* noise(vPos)) + 0.5; // radius OF SPHERE
This is great!!