Hi Kyle,

Actually, starting with this week I'm for the first time happy with my code.
I'm able to correctly display any ldraw model using only the original dat
files (certified or not, it doesn't matter), and the displayed image looks
better than the one provided by ldview, while the memory usage is half of it
and fps is double. In pure immediate mode I can use even less memory,
without any real performance penalty. If you're interested to have a first
glance of the product I can mail it to you - it's much more than you have
seen on my web site.

And yes, the Flip Normals works perfect for me, tested on GeForce2 MX (32
MB), GeForce4 Ti (128 MB) and a quite old S3 Savage IX (8 MB, laptop), all
OpenGL, using Win2K and WinXP.

Regarding rewinding of polygons, it looks for me quite tricky, since inner
surfaces must be CW to be displayed properly, only the outer ones have to be
CCW. Do you also have an algorithm to detect which ones are inner and which
outer ? Yes, you can know that if the files are certified, but if not, as
are at the moment the majority of them, how do you know ?

Cheers,

Florin



-----Ursprüngliche Nachricht-----
Von: Kyle McDonald [mailto:[EMAIL PROTECTED]
Gesendet: Mittwoch, 26. März 2003 22:46
An: [EMAIL PROTECTED]
Betreff: Re: [JAVA3D] AW: [JAVA3D] AW: [JAVA3D] Problem with Specular
Color


Florin Herinean wrote:
> I can confirm that DirectX version is behaving correctly regarding the
> specular lighting effect, as in the attached image. However, you can
clearly
> see from the image that DirectX version has it's own bigger problems which
> makes it unusable for me: it is not honouring the Back-face normal flip
> option in the PolygonAttributes constructor (see the very dark front
facing
> faces). Is this a bug in j3d or simply directx layer doesn't know about
> back-face normal flip ?
>

Hi Florin,

We've email'd in the past about LEGO and J3D. It looks like your
code is coming along nicely.

For the longest time I was also stuck on a problem that is similiar
to what you are seeing I think. Does this work corectly for you in
OGL?

The Flip Normals flag didn't seem to ever (OGL or D3D) do what I
wanted it to do.

My code currently rewind all non CCW polygons to be CCW, and
uses those points to calculate Normals. I then used CULL_BACK
to elininate the back faces. Also if a sub file was referenced
with 0 BFC INVERTNEXT, I switched to CULL_FRONT, so that it was
rendered facing the other way.

Similiar to what you are seeing, these polygons that are done
with CULL front, still have the normals facing into the object,
so that even though the culling worked correctly the lighting
was shaded wrong. I originally thought that the backface normal
flipping would flip these normals for me automatically, but
someone in the J3D group here at sun explained to me why it
wouldn't work (not even in OGL) - I don't remember the
explaination right now.

I ended up solving this by computing 2 sets of normals for each
polygon, and then in addition to switching from CULL_BACK to
CULL_FRONT when I see a 0 BFC INVERTNEXT, I also switch which
normals I attach to the geometry array.

It's not as elegant a solution as I might have liked, but it
does work for me.

        -Kyle


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