/// From the WIKI -- tesselate a sphere void createSphere(const std::string& strName, const float r, const int nRings = 16, const int nSegments = 16) { MeshPtr pSphere = MeshManager::getSingleton().createManual(strName, ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); SubMesh *pSphereVertex = pSphere->createSubMesh(); pSphere->sharedVertexData = new VertexData(); VertexData* vertexData = pSphere->sharedVertexData; // define the vertex format VertexDeclaration* vertexDecl = vertexData->vertexDeclaration; size_t currOffset = 0; // positions vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_POSITION); currOffset += VertexElement::getTypeSize(VET_FLOAT3); // normals vertexDecl->addElement(0, currOffset, VET_FLOAT3, VES_NORMAL); currOffset += VertexElement::getTypeSize(VET_FLOAT3); // two dimensional texture coordinates vertexDecl->addElement(0, currOffset, VET_FLOAT2, VES_TEXTURE_COORDINATES, 0); currOffset += VertexElement::getTypeSize(VET_FLOAT2); // allocate the vertex buffer vertexData->vertexCount = (nRings + 1) * (nSegments+1); HardwareVertexBufferSharedPtr vBuf = HardwareBufferManager::getSingleton().createVertexBuffer(vertexDecl->getVertexSize(0), vertexData->vertexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false); VertexBufferBinding* binding = vertexData->vertexBufferBinding; binding->setBinding(0, vBuf); float* pVertex = static_cast(vBuf->lock(HardwareBuffer::HBL_DISCARD)); // allocate index buffer pSphereVertex->indexData->indexCount = 6 * nRings * (nSegments + 1); pSphereVertex->indexData->indexBuffer = HardwareBufferManager::getSingleton().createIndexBuffer(HardwareIndexBuffer::IT_16BIT, pSphereVertex->indexData->indexCount, HardwareBuffer::HBU_STATIC_WRITE_ONLY, false); HardwareIndexBufferSharedPtr iBuf = pSphereVertex->indexData->indexBuffer; unsigned short* pIndices = static_cast(iBuf->lock(HardwareBuffer::HBL_DISCARD)); float fDeltaRingAngle = (Math::PI / nRings); float fDeltaSegAngle = (2 * Math::PI / nSegments); unsigned short wVerticeIndex = 0 ; // Generate the group of rings for the sphere for( int ring = 0; ring <= nRings; ring++ ) { float r0 = r * sinf (ring * fDeltaRingAngle); float y0 = r * cosf (ring * fDeltaRingAngle); // Generate the group of segments for the current ring for(int seg = 0; seg <= nSegments; seg++) { float x0 = r0 * sinf(seg * fDeltaSegAngle); float z0 = r0 * cosf(seg * fDeltaSegAngle); // Add one vertex to the strip which makes up the sphere *pVertex++ = x0; *pVertex++ = y0; *pVertex++ = z0; Vector3 vNormal = Vector3(x0, y0, z0).normalisedCopy(); *pVertex++ = vNormal.x; *pVertex++ = vNormal.y; *pVertex++ = vNormal.z; *pVertex++ = (float) seg / (float) nSegments; *pVertex++ = (float) ring / (float) nRings; if (ring != nRings) { // each vertex (except the last) has six indicies pointing to it *pIndices++ = wVerticeIndex + nSegments + 1; *pIndices++ = wVerticeIndex; *pIndices++ = wVerticeIndex + nSegments; *pIndices++ = wVerticeIndex + nSegments + 1; *pIndices++ = wVerticeIndex + 1; *pIndices++ = wVerticeIndex; wVerticeIndex ++; } }; // end for seg } // end for ring // Unlock vBuf->unlock(); iBuf->unlock(); // Generate face list pSphereVertex->useSharedVertices = true; // the original code was missing this line: pSphere->_setBounds( AxisAlignedBox( Vector3(-r, -r, -r), Vector3(r, r, r) ), false ); pSphere->_setBoundingSphereRadius(r); // this line makes clear the mesh is loaded (avoids memory leakes) pSphere->load(); }