Subject:
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Re: surface normals and vertex normals for OpenGL
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Newsgroups:
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lugnet.cad.dev
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Date:
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Tue, 9 Mar 2004 19:07:08 GMT
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Viewed:
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1821 times
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In lugnet.cad.dev, Travis Cobbs wrote:
> In lugnet.cad.dev, Brian Durney wrote:
> > Hello,
> > I have some LDraw animation projects in mind and am starting by making a simple
> > viewer using OpenGL. I have a program that will read a file and display it,
> > but I run into problems with the shading because it only does flat shading. I
> > think I need to specify vertex normals to get smooth shading, but the LDraw
> > format doesn't lend itself to that kind of thing since the polygons are
> > specified independently and could be scattered throughout the file. Are vertex
> > normals what I need, and is there a good way to calculate them for LDraw files?
> >
> > When calculating surface normals I've run into some parts that get some strange
> > shading. I'm guessing that it's because some polygons are CW and others are
> > CCW. One particular file that I looked at (3626BPS4.DAT, minifig head with SW
> > grey beard) is not BFC, so it wouldn't be a surprise if they weren't consistent.
> > Assumming that that's the problem, is it necessary to go through the file
> > manually, polygon by polygon, to determine which way the normals should go and
> > whether they're consistent, or is there some way to automate that (or part of
> > it)?
>
> I suspect this has been talked about in this group before, but probably not all
> in one thread. I'll try to summarize the things to look out for.
<SNIP>
>
> Hope this helps.
>
> --Travis Cobbs
That does help a lot. Thanks much.
Brian Durney
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Message is in Reply To:
| | Re: surface normals and vertex normals for OpenGL
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| (...) I suspect this has been talked about in this group before, but probably not all in one thread. I'll try to summarize the things to look out for. First of all, you are correct in that any files that aren't BFC-certified have polygons with (...) (21 years ago, 7-Mar-04, to lugnet.cad.dev)
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