Talk:Mathematics of glTexGen
Don't know if this is the right place for writing this, but I was just applying the maths mentioned in the article, and I think the GL_SPHERE_MAP calculations are not correct, for where it says:
reflectionVector = myEyeVertex - myEyeNormal * 2.0 * dot3D(myEyeNormal, myEyeNormal);
It should be:
reflectionVector = myEyeVertex - myEyeNormal * 2.0 * dot3D(myEyeVertex, myEyeNormal);
And where it says:
m = 1.0 / 2.0 * sqrt(dot3D(reflectionVector, reflectionVector));
It should be:
m = 1.0 / ( 2.0 * sqrt(dot3D(reflectionVector, reflectionVector)) );
I'm not a maths expert, though I figured all that out when trying to apply the formulas for a project I was working on, and realized the results were not correct.
Did any one noticed this too? I just don't dare to edit the page myself, just in case I'm wrong.