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Visible banding between triangle strips when lighting enabled

Started by March 31, 2001 10:37 AM
1 comment, last by Faff_Master 23 years, 7 months ago
Hi, I've been working on a Terrain Renderer the past couple of weeks. One problem that I've run into is with OpenGL lighting. I'm generating a mesh made up of horizontal triangle strips. I calculate my surface normals per vertex by getting the normal between a vertex and its 8 neighbours and obtaining a normal from these 8 normals (different for corners and boundary vertices). When I turn on OpenGL lighting, it looks right but there is visible banding between different triangle strips. I draw my surface normals to make sure they are correct, and they seem to be. How do I get smooth lighting between triangle strips? You can see what I'm talking about if you visit my website and download the latest version of my terrain project. Thanks, Faff... URL: HREF="http://home.compsoc.com/~dflynn/index.html">http://home.compsoc.com/~dflynn/index.html Edited by - Faff_Master on March 31, 2001 11:40:44 AM
How about putting up a screen shot so we can see without having to download the project....
Game production:Good, quick, cheap: Choose two.
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You can sort of make out the banding from this image:

href"http://home.compsoc.com/~dflynn/Images/Terrain/190301.jpg" http://home.compsoc.com/~dflynn/Images/Terrain/190301.jpg

There are other screenshots on the projects page:

href"http://home.compsoc.com/~dflynn/terrain.html" http://home.compsoc.com/~dflynn/terrain.html

Faff...

URL: http://home.compsoc.com/~dflynn/index.html

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