ok thx for the help, ill try that, but the polygons are all quads, and each vertex of the quad has the same normal right? so per polyogn normals should be enough here i guess :/
cya
Lighting the insie of a cube
Nope! This is where you head the wrong way. In the cube, all of the vertex normals on a quad are actually different! To calculate a vertex normal, first calculate all the polygon normals.
Go to a specific vertex and add all adjecent polygon vectors together. For your cude. One corner belongs to 3 quads. Add the normals of these 3 quads together. Normalize the result. This is your vertex normal. Use this vector on all 3 vertexes that make up this corner of your cube.
Here you go, per vertex lighting
I hope this will improve the lighting of your cube.
- An eye for an eye will make the world go blind -
Go to a specific vertex and add all adjecent polygon vectors together. For your cude. One corner belongs to 3 quads. Add the normals of these 3 quads together. Normalize the result. This is your vertex normal. Use this vector on all 3 vertexes that make up this corner of your cube.
Here you go, per vertex lighting
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- An eye for an eye will make the world go blind -
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Sander Marechal<small>[Lone Wolves][Hearts for GNOME][E-mail][Forum FAQ]</small>
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