Jump to content
  • Advertisement
Sign in to follow this  
programBoy

Problems calculating true normals

This topic is 5125 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

I've made this function to calculate true normals:
Bvertex Bmap::RetNormal(int w, int h) {

	Bvertex n1, n2, n3, n, face1;
	if (w < 0) w = 0; if (h < 0) h = 0;

	n1 = CreateVertex(w, h);
	n2 = CreateVertex(w - step, h);
	n3 = CreateVertex(w - step, h + step);
	n = bFunctions::Normal(n1, n2, n3);

	n1 = CreateVertex(w, h);
	n2 = CreateVertex(w - step, h + step);
	n3 = CreateVertex(w, h + step);
	face1 = bFunctions::Normal(n1, n2, n3);
	AddVertex(&n, face1);
	
	n1 = CreateVertex(w, h);
	n2 = CreateVertex(w, h + step);
	n3 = CreateVertex(w + step, h + step);
	face1 = bFunctions::Normal(n1, n2, n3);
	AddVertex(&n, face1);
	
	n1 = CreateVertex(w, h);
	n2 = CreateVertex(w + step, h + step);
	n3 = CreateVertex(w + step, h);
	face1 = bFunctions::Normal(n1, n2, n3);
	AddVertex(&n, face1);
	
	n1 = CreateVertex(w, h);
	n2 = CreateVertex(w + step, h);
	n3 = CreateVertex(w + step, h - step);
	face1 = bFunctions::Normal(n1, n2, n3);
	AddVertex(&n, face1);
	
	n1 = CreateVertex(w, h);
	n2 = CreateVertex(w + step, h - step);
	n3 = CreateVertex(w, h - step);
	face1 = bFunctions::Normal(n1, n2, n3);
	AddVertex(&n, face1);
	
	n1 = CreateVertex(w, h);
	n2 = CreateVertex(w, h - step);
	n3 = CreateVertex(w - step, h + step);
	face1 = bFunctions::Normal(n1, n2, n3);
	AddVertex(&n, face1);
	
	n1 = CreateVertex(w, h);
	n2 = CreateVertex(w - step, h - step);
	n3 = CreateVertex(w - step, h);
	face1 = bFunctions::Normal(n1, n2, n3);
	AddVertex(&n, face1);

	n = bFunctions::Normalize(n);
	
	return n;
}



I'm sorry for the less comments.. :) But it doesn't work, i get a kind of weird lighting. I call it in this way:
LoadNormalCoord(w, h, &faces[0], &faces[1]);	// Load the right vertexes into the memory
/*--- Render first triangle ---*/
face = faces[0];						// Put in face the first face

glNormal(RetNormal(w, h));
glVertex(face.v1);						// Render top-left part

glNormal(RetNormal(w+1, h));
glVertex(face.v2);						// Render top-right part

glNormal(RetNormal(w+1, h+1));
glVertex(face.v3);						// Render down-right part



/*--- Render second triangle ---*/

face = faces[1];						// Put in face the second face

glNormal(RetNormal(w, h));
glVertex(face.v1);						// Render top-left part again

glNormal(RetNormal(w+1, h+1));
glVertex(face.v2);						// Render down-right part again

glNormal(RetNormal(w, h+1));
glVertex(face.v3);						// Render down-left part



What am i doing wrong? The calculation of normals doesn't contain any errors (it works with flat normals). Thanks in advance.. [Edited by - programBoy on October 8, 2004 9:22:49 AM]

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!