SUMMARY
This discussion focuses on converting longitude and latitude coordinates to screen coordinates for a cylindrical Earth map with a 1:2 ratio. The user, Shlomi, seeks to plot these coordinates accurately on a 2D and 3D game interface. The conversion formulas derived are: for horizontal pixel position, i = MAXI(x/360 + 1/2), and for vertical pixel position, j = MAXI(-y/180 + 1/4). The conversation also clarifies misconceptions about the availability of longitude at different latitudes, emphasizing that all 360 degrees of longitude are accessible at any latitude, though the physical distance represented by a degree of longitude varies significantly from the equator to the poles.
PREREQUISITES
- Understanding of cylindrical map projections
- Familiarity with coordinate systems (longitude and latitude)
- Basic knowledge of programming and mathematical functions
- Experience with 2D and 3D graphics rendering techniques
NEXT STEPS
- Research "Cylindrical map projection mathematics" for deeper insights into mapping techniques.
- Explore "Spherical polar coordinate transformation" to understand how to convert flat images to spherical representations.
- Learn about "Texture mapping in 3D graphics" to apply 2D images onto 3D models effectively.
- Investigate "Geographic Information Systems (GIS)" for advanced mapping and coordinate transformation techniques.
USEFUL FOR
Game developers, cartographers, and programmers working on geographic visualization or simulation projects will benefit from this discussion, particularly those dealing with coordinate transformations and graphical rendering in 2D and 3D environments.