Jump to content
  • Advertisement
Sign in to follow this  
Somnia

OpenGL evaluators, two sided lighting, mirror transforms

This topic is 4020 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

What I'm trying to do is slightly odd. I have some patches that I'm rendering with OpenGL evaluators. It's convenient to specify one half of the geometry and draw the other half after calling glScale to mirror about an axis. I'd also been using GL_AUTO_NORMAL. I expected glScale to flip the normals on the inverted half, but for one sided lighting this seems to work fine. When two sided lighting is enabled however the inverted half of the geometry is not lit at all. Now I can just make sure that all my stupid patches are pointing the right way, unfortunately however I'm not the only one working on the project and I'm not sure if two sided lighting won't be needed for other reasons. So I wondered why this was, and whether there was any workaround. (Th most obvious one is just to invert the geometry manually when building up the display list I suppose.)

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!