This Thread gives me a sinusoidal headache.
So why can't a flat, plain, map of the globe be made that accurately shows the sizes of all of the continents without having to alter them and without the "flattened" map be a crazy looking jumble and rather be rectangular.
Personally, I like the Mollweide projection. Looks like a good compromise.
The first example they gave was if you wanted to flatten out an orange rind on a table, it would split itself into wedges, looking like this:
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I've thought of one way of making a perfect map, but it involves fractals, and the map will have an infinite number of cuts in it.
See how the dodekahedron can be flattened out:
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Apply this idea to a polyhedron whose facets are being iteratively subdivided ad infinitum, tending to a sphere.
I like straight spherical projection. Because then I can use it as a texture map![]()
Good, then, problem solved.I'm looking at a globe now
I like straight spherical projection. Because then I can use it as a texture map![]()
That's not a good way of texturing a sphere, even though it's commonly done that way : Too much texture and geometry is squashed into the poles, while it's stretched thin along the equator.
Earlier this year, I helped someone who was having problems with their project because of how spheres are normally textured. If you want to add topography to the sphere, and then look at it close up, you'll see what those problems are.
The best al-round method I came up with was to use something similar to a skybox: six square textures radially projected onto a sphere that is defined with similar geometry.![]()
To make a compatible texture, you could use a higher resolution spherical texture and resample it for the new geometry.I can't say I've ever seen an Earth texture using that projection, although it would give the most undistorted mapping. All I ever see is the spherical textures.
Your method does leave more seams, so it would take more care to make sure those aren't visible
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