On Oct 25, 2004, at 1:02 AM, Thomas Cunningham wrote:
Unless I misunderstand you, the normals should rotate with the
cube.=20
The normals are cube relative, aren't they? When you use glRotate*,=20
that rotates *everything* (actually I'm using glMultMatrixf, but it=20
doesn't matter).
Right. It's the calls to glScale that messes up the normals, not
rotate or
translate. I am not sure about glMultMatrix.
glMultMatrixd takes a 4x4 matrix, so you can to translation, rotation,
and scaling (presumably in that order) in one operation. I am using a
scale of 1.0 now, and I have GL_RESCALE_NORMAL enabled, so the normal's
aren't the issue. They are pre calculated (by hand, by me) anyway. It's
just a cube, so I can afford to do that.
This setting of the normal is set in between each primitive drawn
inside of
glEnd and glEnd. This solves the problem for me. As I rotate the
object the
light pattern looks correct now.
I'm using display lists, with the color and normal specified per
vertex. I will try with glBegin/glEnd and see if that changes anything
(maybe my normals are getting mangled when I load them into the
memoryBlock).
If you want to see a few demo apps of mine.
http://www.maui.net/~mauitom/OpenGL.html
Big Gollum you've got there!!
The Lit Sphere demo does look nice. Are you willing to share any code?
:-)
The pyramid one is completely freaked out on my computer. It has some
clipping issues. Not as bad as my demos used to have, but it still gets
clipped strangely.
Asher Dunn
--------------------------------------------------------
President and Head Developer of Fireye Software
<http://www.fireyesoftware.com/>
Make PDFs from your RB app
<http://www.fireyesoftware.com/code/pdfclasses/>
AIM and Yahoo: fireye7517
REALbasic 5.5.3 Mac OS X 10.3.5
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://www.realsoftware.com/listarchives/lists.html>
|