Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

johnnyBravo

Lighting dont work properly cause of normals, what values?

This topic is 5600 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey I''ve got a square made of 4 points using TriangleStrip. When I bring my point light right up to it, it doesn''t light up. But my meshes that are right next to the square light up as i have called ComputeNormals on them. So I believe the problem is with the values i assigned to my normals for the four vertices. heres what my normals are.
ac.vertices3D[0].normal  = D3DXVECTOR3(0,1,0);
ac.vertices3D[1].normal  = D3DXVECTOR3(0,1,0);
ac.vertices3D[2].normal  = D3DXVECTOR3(0,1,0);
ac.vertices3D[3].normal  = D3DXVECTOR3(0,1,0);
what do you suggest i set my normals as? What i want is just for the light to be reflected back, so if i got a point light right next to my square i can see it, if im looking at it from any angle facing it.

Share this post


Link to post
Share on other sites
Advertisement
You''ve got your normals along the y-axis, I think what your looking for is (0,0,-1) for all vertices, that will (in a left handed system, which is what d3d uses) make your face "point" (for want of a better word) towards the negative z axis..

Dave.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!