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IcoSphere vs. Cube Sphere
I am working on a space game where I need to provide high(ish) resolution planets. The concept is to allow for a user to attempt to land on a planet in order to establish a base.
In searching on how to best represent a planet I have come across the icosphere and sphere cube for representing the surface of the planet. Where I am looking to represent our solar system I have some basic height data available from NASA in order to determine what the elevation and texture features should be. Ideally I want to be able to provide a LOD system as well.
From what I can tell an icosphere is the best method for representing the surface of a planet as it has the same size but allows for more variation. Where as a cube sphere makes things easier to apply textures to but suffers from distortions where the planes of the cube sphere meet.
I only need to be able to apply a hightmap to the primitive (triangle) as well as a texture and to be able to increase the resolution of part of the planet as the player approaches a part of the planet.
I am wondering which is better for this application an icosphere or a cubesphere?
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