Tutorial 10 and Normals
Can some give me a quick idea of why tutorial ten uses this line:
glNormal3f( 0.0f, 0.0f, 1.0f);
rather than actually calculating the normal of the triangle from two of the sides? I was going to include normal calculation into my code and store them in the tagTriangle structure but I saw this code seemingly getting away without doing it.
Other than that, thanks to all the guys who helped with tutorial ten, a good wedge of that code instantly solved some of the sector questions that I had.
The Chop (Alex Weinle)
The Chop (Alex Weinle)
Yeah, I changed the ''F'' filter key to toggle face/vertex
normals and changed that line to the corresponding normals.
The code to calc the normals for faces and vertex normals for smoothing groups may be found at http://www.chembio.uoguelph.ca/zolis/ in amongst a very nice ''ASC'' file loader...
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