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- From: reznik@robios.me.wisc.edu (Dan S Reznik)
- Newsgroups: comp.sys.sgi.graphics
- Subject: Normals facing away from viewer
- Message-ID: <REZNIK.93Jan22144545@robios2.me.wisc.edu>
- Date: 22 Jan 93 22:45:45 GMT
- Distribution: comp.sys.sgi,comp.sys.sgi.graphics
- Organization: U. Wisconsin-Madison, Robotics Laboratory
- Lines: 14
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-
- 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.
-