Hello, i have problem with my UV calculation for a procedual CubeSphere.
there is a part where the UV are strange
and this is the c++ part for the UV calculation:
FVector2D AProcedualSphere::PointOnSphereToUV(FVector p)
{
p.Normalize();
float longitude = FMath::Atan2(p.X, -p.Y);
float latitude = FMath::Asin(-p.Z);
const float pi = 3.14159f;
float u = (longitude / pi + 1) / 2;
float v = latitude / pi + 0.5f;
return FVector2D(u,v);
}
i hope someone can help me