Although you can theoretically texture points, one pixel of texture means you would need a lot of points to do create a recognisable map. From what I can tell you need to draw your sphere as a set of triangles instead, which you can then apply textures to. Effectively this means just combining the points you have to create faces.
Rather than GL_POINTS you probably want to look at using GL_TRIANGLES see the OpenGL programming guide on points lines and polygons for a proper explanation.
Although you can theoretically texture points, one pixel of texture means you would need a lot of points to do create a recognisable map. From what I can tell you need to draw your sphere as a set of triangles instead, which you can then apply textures to. Effectively this means just combining the points you have to create faces.
Rather than GL_POINTS you probably want to look at using GL_TRIANGLES - see the OpenGL programming guide on points lines and polygons for a proper explanation.
Will take a look at it ty! – Ambrose Oct 7 at 11:52 There doesn't seem to be a GL_TRIANGLE_ARRAY only GL_TRIANGLE etc. Doesn't look quite right though – Ambrose Oct 7 at 12:12 You can perfectly texture points (as long as every point has a meaningful texture coordinate), why shouldn't this be possible. Every point produces at least one fragment and has a texture coordinate, what's needed more?
But of course this may not be what the OP wants, but just because a texture on a single pixel doesn't make that much sense in the classical sense of a texture doesn't mean it's not possible. As the OpenGL pipeline defines what is possible. – Christian Rau Oct 7 at 12:15 Just replacing GL_POINTS with GL_TRIANGLES won't magically produce the correct surface.
You most probably will need to reorder the vertices you send to the GL to form triangles. And GL_TRIANGLE_ARRAY is rubbish anyway. – Christian Rau Oct 7 at 12:17 How do I reorder them?
/know which order is the correct for them to be – Ambrose Oct 7 at 12:22.
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