Your edges are mapped like this:
Code:
0.8------0.9------1.0-------0---
| | | |
| B | C | A |
| | | |
They should be mapped like this:
Code:
0.8------0.9------1 0-------0.1---
| | | | |
| B | C | | A |
| | | | |
Where A is your first quad/triangle in the strip, and B & C are the last triangles in the strip which wrap around and meet A again.
In the second diagram, the end of triangle C and the beginning of triangle A are separate, but they overlap (they are separated in the pic for clarity) there are two vertexes right on top of each other with the same position values, but different texcoord values for each corner of the quad.
Secondly, a texture coordinate can have any value you want, it's not restricted to 0.0 to 1.0.
Thirdly, your question about the world map projected onto a sphere. You CAN have all the texture coordinates mapped onto the north and south pole, you just have many vertexes all situated at the north pole, each with a different tex coord, and then link triangles to each one of these vertexes.
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