Oleg Kobchenko wrote:
> Here's the simplest I could think of.
> But no triangles here: a polygon and a quad strip.

Thanks.

I'll try to look at it in more depth when I have the
chance to figure out jzopenglutil.

> The problem here is light/normals: it looks like
> OpenGL cannot automatically figure out normals (?).

That's odd.  Normally it does.

And they're extremely simple to figure out --
take the (3d) cross product of the two vectors
leading out from any corner of a face, and the
result is normal to that face.  Divide by the
length and you have the normal.

I was under the impression that opengl did
this by default unless you configured it
such that you're providing normals manually.

-- 
Raul

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