Lighting & inverted normals
I made a model with anim8or and used it in my program.
TicTacToe3D.exe
Rotating the model is done by rightclick and drag.
The efefct i wanted to make is this:
There is a fixed light in the room, you are at a fixed position, and you can rotate the model. If the light was at the same position as you, you should see the model always lit.
But the result was this:
when I rotated the model, the light rotated twice as fast.
I figured out that some vertices have normals that should be inverted. (I inverted them in the exported .c file manually)
For the 16 vertical cylinders i inverted the necessary normals.
For these bars, the lighting works fine.
But the basis of the object has still inverted normals and thus a bad lighting. It has too many polygons to invert the normals manually.
So does anybody know how to invert only the necessary normals in anim8or?
(if i invert normals in anim8or, i actually change to clockwise or counterclockwise polygons => culling problems, and i have still bad normals)
Or is it possible to have the same lighting at both sides of a polygon?
So that it doesn't make any difference if the normal is either (1,0,0) or (-1,0,0)
[Edited by - Kwak on July 23, 2006 6:55:57 PM]
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