Hi
I''m currently trying to render a heightmap:
for (currentY = 1; currentY <= 16; currentY++)
{
glBegin(GL_QUAD_STRIP);
for (currentX = 1; currentX <= 16; currentX++)
{
glVertex3f(currentX, HeightMap[currentX][currentY-1], currentY-1);
glVertex3f(currentX, HeightMap[currentX][currentY], currentY);
}
glEnd();
}
When, how, and how often should I put in the normal''s of each of the quads that I''m drawing? I sort of understand how to do normals with single triangles, but not with quads, not to mention quad strips...
Thanks in advance
StiNKy
quadstrips + light normals
Started by StiNKy, Jun 21 2001 12:20 AM
3 replies to this topic
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#2 Moderators - Reputation: 1315
Posted 21 June 2001 - 12:32 AM
I would suggest that you just use all triangles. For two reasons, one is that you are already familiar with how to get it''s normals, and two is that its faster on some cards for all triangles.
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Trent (ShiningKnight)
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Trent (ShiningKnight)
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#3 Members - Reputation: 144
Posted 21 June 2001 - 01:05 AM
Thanks for your reply. But if I use quads it finds the best method in which way I connect the two tri''s that represent one block in the height map. don''t understand? nevermind 
I''m only familiar with getting it for single triangles, not strips, so could you help me in how I would go about it?
I''m only familiar with getting it for single triangles, not strips, so could you help me in how I would go about it?
#4 Members - Reputation: 528
Posted 21 June 2001 - 10:00 AM
quads will give a problem with lighting when clipped.
u cant do perface normals but per vertex normals are just.
glNormal3f();
glVertex3f(currentX, HeightMap[currentX][currentY], currentY)
glNormal3f();
glVertex3f(currentX, HeightMap[currentX][currentY], currentY)
http://members.xoom.com/myBollux
u cant do perface normals but per vertex normals are just.
glNormal3f();
glVertex3f(currentX, HeightMap[currentX][currentY], currentY)
glNormal3f();
glVertex3f(currentX, HeightMap[currentX][currentY], currentY)
http://members.xoom.com/myBollux






