James,
The GeometryInfo classes do this for us. It's how our 3DS loader
produces such smooth surfaces.
- John Wright
Starfire Research
James Robertson wrote:
>
> I figured out my problem with Goraud shading on a surface created via a
> TriangleArray.
> The problem was due
> to the fact that I was setting the normal at each triangle vertex to be
> equal to the vector that is normal to the plane of the triangle.
> Any given triangle in my mesh thus had 3 identical normals at each of its
> vertices,
> resulting in flat shading across each triangle.
> In order to get more realistic shading across my surface, I'm going to try
> the strategy of setting the normal at each vertex to be the average of the
> normals
> of all the triangles that contain that point. Since the mesh of my surface
> is roughly HCP (hexagonal close packing),
> at each point in the mesh (except along the surface boundary),
> I'll obtain a normal by averaging the normals to the 6 triangles that
> surround the point.
>
> Since I'm new to 3D graphics, could anyone tell me whether this is something
> that is
> commonly done? Are there more sophisticated techniques (like weighting)?
> Or am I completely missing the boat?
>
> Thanks,
> - Jim Robertson
>
> -----Original Message-----
> From: Discussion list for Java 3D API
> [mailto:[EMAIL PROTECTED]]On Behalf Of James Robertson
> Sent: Friday, November 17, 2000 5:59 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Gouraud shading problem
>
> I'm new to shading and can't get Gouraud shading to work with a
> TriangleArray.
> I've added lighting, have set default ColoringAttributes and Material in the
> Appearance, and have enabled and set coordinates and normals in the
> geometry.
> I'm still getting flat shaded triangles. Other than this lack of Gouraud
> shading,
> the image appears OK. I'd appreciate any tips or pointers to example code.
> Thanks,
> Jim Robertson
>
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