On Fri, Feb 27, 2009 at 7:52 PM, bforrester <[email protected]>wrote:
> > I can't seem to get lighting to work right with glDrawElements. I have > been working on this for quite some time now and can't seem to figure > out what I'm doing wrong. After googling, testing, logging, and > beating my head against the keyboard, I'm hoping someone on this board > can point out my folly :) > > I'm loading a very simple .obj file I exported from blender. When I > draw the object in immediate mode it lights/renders perfectly fine. > Immediate mode is using the same root data (vertices, face indices, > and calculated normals) as glDrawElements minus the pointers, so I > know my normal calculations are correct. When I use glDrawElements > the geometry is right, but the lighting is very wrong (maybe almost > random). It makes me think that the normals pointer isn't right, but > after double checking the code against examples, I'm pretty sure it's > right. > Any particular reason you aren't just popping the loaded geometry into a pyglet.graphics.indexed_vertex_list? To my mind it makes things a lot simpler, and allows you to use pyglet's batching support directly. -- Tristam MacDonald http://swiftcoder.wordpress.com/ --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
