Lighting vs. newbie; lighting wins! (easy one; I'm sure)

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1 comment, last by 23yrold3yrold 21 years, 11 months ago
Okay, I''m working with OpenGL and Win32 here. I''m drawing polygons no sweat. I want to add lighting. Problem is, as soon as I do, all polygons switch to grayscale gouraud shading. I don''t think I''m doing anything terribly special; the lighting is ripped right out of Tut #7. The only difference is lack of textures (I''m using glColor3f for everything atm) but that can''t be it, can it? Here''s my light initialization:
  
   GLfloat LightAmbient[]=   { 0.5f, 0.5f, 0.5f, 1.0f };
   GLfloat LightDiffuse[]=   { 1.0f, 1.0f, 1.0f, 1.0f };
   GLfloat LightPosition[]=  { 0.0f, 0.0f, 2.0f, 1.0f };

   glLightfv(GL_LIGHT0, GL_AMBIENT,  LightAmbient);
   glLightfv(GL_LIGHT0, GL_DIFFUSE,  LightDiffuse);
   glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
   glEnable(GL_LIGHT0);
   glEnable(GL_LIGHTING);
  
Here''s what I''m drawing (simple spinning colored pyramid):
  
int DrawGLScene(GLvoid)
{
   static GLfloat xrot = 0;
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);   // Clear Screen And Depth Buffer

   glLoadIdentity();

   float top[][3] = {
         { 0.0,  1.0,  0.0},
         { 1.5, -1.0, -1.5},
         {-1.5, -1.0, -1.5},
         {-1.5, -1.0,  1.5},
         { 1.5, -1.0,  1.5}
                    };

   float normal[][3] = {
         { 0.0,  0.0, -1.5},
         {-1.5,  0.0,  0.0},
         { 0.0,  0.0,  1.5},
         { 1.5,  0.0,  0.0}
                       };

   // begin actual drawing

   glTranslatef(0.0, 0.0, -6.0);     // Move Left 1.5 Units And Into The Screen 6.0

   glRotatef(xrot, 1.0, 0.5, 0.3);   // Rotate


   glBegin(GL_TRIANGLES);            // Drawing Using Triangles

      glNormal3fv(normal[0]);
      glColor3f(1.0, 0.0, 1.0);
      glVertex3fv(top[0]);
      glColor3f(0.0, 1.0, 1.0);
      glVertex3fv(top[1]);
      glColor3f(1.0, 1.0, 0.0);
      glVertex3fv(top[2]);

      glNormal3fv(normal[1]);
      glColor3f(1.0, 0.0, 1.0);
      glVertex3fv(top[0]);
      glColor3f(1.0, 1.0, 0.0);
      glVertex3fv(top[2]);
      glColor3f(0.0, 1.0, 1.0);
      glVertex3fv(top[3]);

      glNormal3fv(normal[2]);
      glColor3f(1.0, 0.0, 1.0);
      glVertex3fv(top[0]);
      glColor3f(0.0, 1.0, 1.0);
      glVertex3fv(top[3]);
      glColor3f(1.0, 1.0, 0.0);
      glVertex3fv(top[4]);

      glNormal3fv(normal[3]);
      glColor3f(1.0, 0.0, 1.0);
      glVertex3fv(top[0]);
      glColor3f(1.0, 1.0, 0.0);
      glVertex3fv(top[4]);
      glColor3f(0.0, 1.0, 1.0);
      glVertex3fv(top[1]);
   glEnd();                          // Finished Drawing The Triangle

   // end actual drawing


   xrot += 5;

   return TRUE;										// Everything Went OK

}
  
Truly, I am stumped ...... Chris Barry (crbarry at mts.net) My Personal Programming Depot

Jesus saves ... the rest of you take 2d4 fire damage.

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glEnable(GL_COLOR_MATERIAL);
*tries it*
Dude. You rule.


Chris Barry (crbarry at mts.net)
My Personal Programming Depot

Jesus saves ... the rest of you take 2d4 fire damage.

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