Talk:GLSL Programming/GLUT/Textured Spheres

This is not really a mistake, just a tiny optimization (well, nothing is tiny in shaders...): You can play with the property of cosine and sine being the same functions, only with a Pi/2 offset. This way you can get rid of potential adjustments.

In this tutorial, (asin(texCoords.z) / 3.1415926 + 0.5)); can be replaced by (acos(texCoords.z) / -3.1415926)); -- Ambrevar (discuss • contribs) 16:13, 5 August 2013 (UTC)