🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Thread View: comp.sys.sgi.graphics
1 messages
1 total messages Started by Dan S Reznik Fri, 22 Jan 1993 22:45
Normals facing away from viewer
#119
Author: Dan S Reznik
Date: Fri, 22 Jan 1993 22:45
14 lines
1143 bytes
I am drawing a cylindrical surface in 3D using quadrilateral patches
(shademodel(FLAT)), with zbuffer(TRUE), using GL's defualt lighting
settings. The problem is that the inside patches aredrawn black since
their normals are facing away from the viewer and I think the lighting
calculations don't work right. How can I change this situation ? I
tryied turing on TWO-SIDED lighting but this seems not to work on our
Personal Iris 4D20. A software solution I thought of is to preprocess
the patches and flip the normals [ mult by (-1, -1, -1) ] for the
polygons found to be backfacing. Any suggestions ?

Dan

P.S - Email responses preferred since I don't subscribe here.
Thread Navigation

This is a paginated view of messages in the thread with full content displayed inline.

Messages are displayed in chronological order, with the original post highlighted in green.

Use pagination controls to navigate through all messages in large threads.

Back to All Threads