a
|  / \
v /     \<-2
 /         \
/             \
 \     1      /  \
 0->\        /      \
       \    /          \
          \      b     /
             \        /
                \    /
                   \

Oleg,

        If you label the 5 faces 0, 1, 2,a, and b realtive
to their positions above, then which ones are shaded
incorrectly? (The ones that are not visible are pointed to
with arrows. What would be face 3, is not filled in, by
design)  The insides of which ones are shaded incorrectly.

        Why do you consider using GL_FLAT cheating? I think
of it as specifying a shading model. According to the Red
Book, "With flat shading, the color o one particular vertex
of an independent primitive is duplicated across all the
primitive's vertices to render that primitive. With smooth
shading, the color at each vertex is treated individually."

(B=)

On Sat, 29 Jul 2006, Oleg Kobchenko wrote:

+ Brian, thank you for the ideas. See answers below.
+
+ Here's an improvement on quad strip normals, as shown
+ in Light.c from (note change in normals assignment)
+ http://www.eecs.tulane.edu/www/Terry/OpenGL/Lighting.html
+
+ The caps get correct normals, but only first patch of the
+ quad strip is lit correctly -- all area is flatly lit.
+ The others have the effect of a vertical gradient, which also
+ shows on the reverse side (should not), as seen in the initial
+ view (second face).
+
+
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