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Home/ Questions/Q 3324090
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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T23:22:48+00:00 2026-05-17T23:22:48+00:00

I am currently working on an OpenGL procedural planet generator. I hope to use

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I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM related. At the momement I am drawing a cube with VBOs and mapping onto a sphere as shown here.

I am familiar with most fractal heightmap generating techniques and have already implemented my own version of midpoint displacement(not that useful in this case I know).

My question is, what is the best way to procedurally generate the heightmap. I have looked at libnoise which allows me to make tilable heightmaps/textures, but as far as I can see I would need to generate a net like:

this

Leaving the tiling obvious.

Could anyone advise me on the best route to take?

Any input would be much appreciated.

Thanks,

Henry.

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  1. Editorial Team
    Editorial Team
    2026-05-17T23:22:48+00:00Added an answer on May 17, 2026 at 11:22 pm

    It looks like you understand the problem with generating a flat, seamless surface and then trying to map it onto a sphere.

    How about using a 3D noise function instead? A 3D noise function takes 3 coordinates instead of 2 as its input, so imagine a 3D array full of generated numbers (instead of a 2D array). Thus, once you have a 3D noise function, you can generate a 2D texture, but instead of using 2D coordinates for each pixel, use the 3D coordinates of where that pixel would be on the sphere. (I hope that convoluted sentence made sense!)

    Take a look at halfway-down this page about Perlin noise: https://web.archive.org/web/20120829114554/http://local.wasp.uwa.edu.au/~pbourke/texture_colour/perlin/

    I think it describes exactly what you want with regards to spheres.

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