The problem with reflection appears to be that the CCW winding and the
*transformed* normal direction are inconsistent, unlike the case of rotation.
Consider, for example, a quad that is on the -ve xy plane and rotated 180
deg. about the y-axis. The result, coordinate wise, should be identical to
reflection about the xz-plane, but the normals will be flipped.

There probably is an OGL way to specify the winding explicitly, but if the
objective is to re-use large scenegraphs using a SharedGroup, then it
becomes a wee bit difficult to treat reflection generally. Wonder, if there
are any tricks to achieve this easily.



>On Tue, 16 Mar 2004 01:49:14 -0700, N. Vaidya <[EMAIL PROTECTED]> wrote:

>Well, I have both CULL_NONE and normalflip always set to true since I need
>to see 2 lit sides always. And the problem is that setting
>backFaceNormalFlip to true kills both front and back lighting on the
>reflected geometry. Setting the flip flag to false, produces correct front
>side lighting, but then expectedly a black back face.
>
>Actually, the interesting thing is that if rotation can correctly handle the
>appropriate CCW winding and normal flips, what is it about reflected
>geometry that causes the issue ?
>
>Vaidya
>
>
>
>>On Tue, 16 Mar 2004 09:41:07 +0100, Florin Herinean <[EMAIL PROTECTED]>
>wrote:
>
>>There is a flag in the PolygonAttributes to flip the normals if the
>>transform contains a reflection. However, that one works only with the
>>opengl version, and not with the directx version of j3d.
>>
>>Cheers,
>>
>>Florin
>>
>>-----Original Message-----
>>From: Discussion list for Java 3D API
>>[mailto:[EMAIL PROTECTED] Behalf Of N. Vaidya
>>Sent: Montag, 15. März 2004 20:55
>>To: [EMAIL PROTECTED]
>>Subject: [JAVA3D] Refelction Transform & Lighting
>>
>>
>>I'm using the following Transform3D
>>
>>m_00 = -1, m_11 = m_22 = m_33 = 1, and zero for all other elements,
>>
>>on a TransformGroup to effect a reflection of the scenegraph about
>>the yz-plane. And when I do that, the geometry gets transformed correctly
>>but the diffuse and specular lightings get clobbered !
>>
>>Is there any issue with transforming normals with the above
>>matrix structure, or am I missing something trivial !
>>
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