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      Good evening everyone!

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      Hello guys, 
       
      Please tell me! 
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    • By Jens Eckervogt
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    • By Jens Eckervogt
      Hello everyone
      For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
      I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?
       
      Thanks!
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OpenGL Per triangle normals generating..

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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) : 

98867991.png

 

 

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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Normalizing 2 times is useless. You need to calculate vertex normals by assigning them an average of all surface normals of adjacent quads to not have those sudden changes.

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I've normalized it twice by accident tongue.png 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 :

61885384.png

code for compute vertex normal :

vertexnormals.png

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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