>You will need to UV map the sphere model with Texture coordinates, and use >these to guide drawing in the color from a texture map. OpenGL or >QuickDraw 3D can aid with this. Lot of setup to do. Look at the OpenGL Cube >demo on the CD. > > >For any X,Y,Z vertex on the Sphere, you would need to have a UV coordinate >to match. > >UV coordinates are just normalized coordinates, that is they go from 0 to 1.0 > >If you have a maximum X of 400, and a maximum Y of 400, then the UV >equivalent of X = 200, Y = 200 will be .5,.5 > >To get that just use U = X/400, V = Y/400 or whatever the maximum of either >valus is. > >Then say you have a Spherical point that is 100,100 ... 100/ 400 = .25 > >If the Y is the same, thus the V, you will find whatever pixel lies on your >texture map at .25,.25 > >If your Texture map is 200 X 400, you will want the pixel at 50,100 > >This is derived from X = U*200, Y = V*400 > > >Complicated. Then there is a need for anti-aliasing when scaling the model, >etc. > >Best to use OpenGL for this if you don't know the fundamentals. It will >automate a lot of it, and the headers are already done thankfully. Tricks >of the Game Programming Guru's also has info on this, and with Quickdraw >3D, which is not longer supported. Quesa 3D is the pickup where that left >off. Thanks Robert but isn't there a simpler way of doing it? I don't need this feature at the moment but it would look better than the wireframe 3 circle model that I am using at the moment. I'll give it some more thought and do some more research, I think I may have a problem with this in the way that I do the rotation. Once again thanks, Ashley ~)~ ============================================================= Ashley Butterworth Email: macbse@... ============================================================= _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com