And I''m from Great Britain and I''m always doing GL_CW and GL_ACW ugh...
Paul.
counterclockwise
then which is the solution,damn if clockwise is so subjective which is the order to use for calculating normal?
and hey i''m the only who have this problem?
what i have choosen the worst file format in the world?
i''m using .off!
i''ll change file format if the thing will be too hard.
which format should i use ?only binary format because from now i hate text file!
ah!someone have written an importer for lightwave 6.0?
and hey i''m the only who have this problem?
what i have choosen the worst file format in the world?
i''m using .off!
i''ll change file format if the thing will be too hard.
which format should i use ?only binary format because from now i hate text file!
ah!someone have written an importer for lightwave 6.0?
It''s not subjective, lemme give you a better example. Let''s say you wanted a 2D "plate" that was visible on both sides.
OK, so we''ve got 4 vertices:
1 2
3 4
We need to define two polygons, one for the front side, one for the back side (although OpenGL can do 2-sided polygons).
OK, lets say we need to define our polygons in clockwise order (DirectX). So the front side would use the vertices in this order:
1,2,3,4.
Now, the back side uses the same vertices, but when viewing from the back, the order 1,2,3,4 won''t work. It needs to go in reverse: 1,3,4,2. What I usually do is put the vertex numbers on a sheet of paper, then look at it from the side it''s supposed to face to figure out my ordering.
Once you define the vertices, you don''t have to re-define them for clockwiseness or not...it''s all before any transformations have taken place.
Better?
OK, so we''ve got 4 vertices:
1 2
3 4
We need to define two polygons, one for the front side, one for the back side (although OpenGL can do 2-sided polygons).
OK, lets say we need to define our polygons in clockwise order (DirectX). So the front side would use the vertices in this order:
1,2,3,4.
Now, the back side uses the same vertices, but when viewing from the back, the order 1,2,3,4 won''t work. It needs to go in reverse: 1,3,4,2. What I usually do is put the vertex numbers on a sheet of paper, then look at it from the side it''s supposed to face to figure out my ordering.
Once you define the vertices, you don''t have to re-define them for clockwiseness or not...it''s all before any transformations have taken place.
Better?
if i write my own polygon it''s ok ,but i need an algorithm for check if a polygon is specified clockwise or anticlockwise because they are loaded from a file and they aren''t displayed in the right way(some are visible other not).
when you mix a 3d object with a 6d project. you will get a message saying you are in contempt with trig function
normals are abs abs are abnormal . but normal compared to josh abs they are abnormal osh oh my fuckin gosh or something
VECTOR e(cameraPOS - polygon.vertice);
c = DOT(e,polyogn.normal);
if c < 0 then its anticlockwise (hehheh ) or is it clockwise
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement