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subnet_rx

Lighting problem with textures

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My lighting is fine until I add textures. Then I get this effect where is kind of fades in and out. Anyone know the function that would cause this? I''ll post what I think is the relevant code. //lighting Variables float ambientLight[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float diffuseLight[] = { 1.0f, 1.0f, 1.0f, 1.0f }; //Light Position float lightPosition[] = { 0.0f, 0.5f, 1.0f, 0.0f }; //Material Variables float matAmbient[] = { 0.2f, 0.2f, 0.2f, 0.0f }; float matDiff[] = { 0.0f, 0.0f, 0.0f, 1.0f }; float matSpecular[] = { 0.5f, 0.5f, 1.0f, 1.0f}; glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable(GL_CULL_FACE); glFrontFace(GL_CCW); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matAmbient); glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT, GL_SHININESS, 15.0f); glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_LIGHT0); //texture sequence glEnable(GL_TEXTURE_2D); // enable 2D texturing // load our bitmap file bitmapData = LoadBitmapFile("usflag.bmp", &bitmapInfoHeader); glGenTextures(2, &textures[0]); // generate texture object glBindTexture(GL_TEXTURE_2D, textures[0]); // enable our texture object glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // generate the texture image glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth, bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);

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Hey,

I had this same problem before. You need to make sure your normals are set usings glNormal3f(x,y,z);

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