Jump to content
  • Advertisement
Sign in to follow this  
newbird

Camera-Directed Normals

This topic is 4767 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

Can anyone provide advice or a link to an article that discusses how to direct the normal for a point (after arbitrary transformations) toward the camera while using perspective projection? In fact, any camera-directed normal information may be useful. Thanks in advance.

Share this post


Link to post
Share on other sites
Advertisement
I think it's not possible to do it without shaders.

anyway, in the shader it would look something like this:

float3 cameraPos; // this is a constant that will contain the current position of the camera

VS_OUT myVertexShader( VS_IN in )
{
VS_OUT out;
out.normal = normalize( cameraPos-in.pos );
... // do other stuff like projecting the vertice pos etc
return out;
}

btw, this is a HLSL shader.

edit: typo...

[Edited by - Kamikaze15 on June 27, 2005 9:53:30 AM]

Share this post


Link to post
Share on other sites
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!