Problems with lighting..
Ok, I am using PRPGWDX, and I am really struggling to understand several small things.. sorry if I seem stupid.
Normals: I understand that they are vectors that define direction for which the light stuff can use for calculations, I also understand a normal is either 1 or 0.
So, Mr Adams'' book, the light example in chapter 6.. where does he / where do you, calculate the normals? I can see your sVertex structure and I can see it looks vastly different to the one I use now I got a rotating textured cube. So Can you explain why there are only 16 vertices in the vert array now, and earlier there were 24? I am so confused this isn''t even funny!
Please help, I want to understand this.. and I just feel stupid because I can''t work it out..
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If things seem bad, think that they can get a whole load worse, and they don''t seem so bad anymore
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quote:Normals: I understand that they are vectors that define direction for which the light stuff can use for calculations, I also understand a normal is either 1 or 0.
A normal is a vector. It''s not either 1 or 0.
Non-normalized normals can have any value. A normalized normal is one whose magnitude is equal to 1.
Face normals define the direction orthogonal to their face. A vertex normal is obtained by summing the normals to all faces sharing the vertex, and then normalizing the result.
For the rest of your question, I can''t answer cause I don''t have the book.
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