Hello all. I've made a height map program and i'm trying to calculate normals for each vertex. I've tried searching for a solution all morning but i can not figure out the error in my code. I am getting a weird tiled effect as you can see in the picture below.. I'm using triangle strips to render a 400 by 400 vertice plane. I have set all y values to 0 for this post. If anyone could help, and point out whats wrong, that would be awesome
public void calculateNormals() {
for (int n = 0; n < 400*200; n++) {
float x1 = vBuffer.get(n + 0);
float y1 = vBuffer.get(n + 1);
float z1 = vBuffer.get(n + 2);
float x2 = vBuffer.get(n + 3);
float y2 = vBuffer.get(n + 4);
float z2 = vBuffer.get(n + 5);
float x3 = vBuffer.get(n + 6);
float y3 = vBuffer.get(n + 7);
float z3 = vBuffer.get(n + 8);
float Ux = (x2 - x1);
float Uy = (y2 - y1);
float Uz = (z2 - z1);
float Vx = (x3 - x1);
float Vy = (y3 - y1);
float Vz = (z3 - z1);
float Nx = Uy*Vz - Uz*Vy;
float Ny = Uz*Vx - Ux*Vz;
float Nz = Ux*Vy - Uy*Vx;
float normLength = (float)Math.sqrt(Math.pow(Nx,2) + Math.pow(Ny,2) + Math.pow(Nz,2));
if(normLength == 0){
Nx = 0;
Ny = 0;
Nz = 0;
}else{
Nx /= normLength;
Ny /= normLength;
Nz /= normLength;
}
if ((n %2)==0){
nBuffer.put(Nx).put(Ny).put(Nz);
}
else{
nBuffer.put(-Nx).put(-Ny).put(-Nz);
}
}
this.nBuffer.flip();
}