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OpenGL Per triangle normals generating..

6 posts in this topic

Hello there, i have small problem with normals for terrain generated from heightmap. I'm trying to generate normals for it, and its almost working, but i'm getting very strange result ( there are strange stripes everywhere ;f) :

Code for generation normals :

glm::vec3 x6ngine::cHeightMap::computeNormal(glm::vec3 v0, glm::vec3 v1, glm::vec3 v2)
{
return glm::normalize(glm::normalize(glm::cross(v2-v0,v1-v0)));
}


i dont know where's problem ;/ somewhere in opengl code?, or i'm just generating it wrong? Thanks for help. Regards x6itru.

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I've normalized it twice by accident thanks for help, it should look smoother with per vertex normals.

Edited by x6itru
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hello again ;/

I have really strange problem with vertex normals.

result :

code for compute vertex normal :

Result is very strange ;/ There are strange small "holes" - ofc they're from normals, terrain grid is smooth, so normals should be smooth too. ;/

Edited by x6itru
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Looks about right. Terrain with smooth normals and not per-pixel normals will still not look perfectly smoothed.

you are setting sum to 0 somewhere else I assume? Math looks fine.

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Yes of course i'm setting sum to 0, can you tell me something more about per-pixel normals(almost nothing in google about that) or any other way to make it smooth?

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Hello

f0 to f5 must be normalized before averaging them to get v0Normal.

Even if the points are aligned on x and z axes, the triangles have generally differents areas, so the norms of f0 to f5 are generally not the same.

( according to the cross product properties, the norm of f0 is 2x the area of the triangle (v0,v1,v2) )

f0=normalize(crossProduct(v1-v0,v2-v0))
.
.
.

v0Normal=(f0+f1+f2+f3+f4+f5)/6

should work better

I noticed a confusion between your formulas and your scheme, for example according to your scheme f0 should be the normal of the triangle (v0,v1,v6), not (v0,v1,v2). Hoping this is just wrong typo ?

Edited by Tournicoti
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