thrawn80
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Front and Back sides of a polygon
Hi all,
Can anyone tell me how do I determine the FRONT and BACK side of a polygon?
is it true that the +Z face is always the back, the -Z face is always the front?
I'm asking this becoz my glLighting isn't lighting my model correctly ... even though it did light the glutWireTeapot and glutSolidTeapot properly.
Please reply asap, I need to know it urgently...
PS, i read some articles that suggests that the FRONT and BACK are determined by the way you place ur vertices in between glBegin and glEnd... pls comment on that too.
Thanks A LOT!
Regards,
Jeremy
Can anyone tell me how do I determine the FRONT and BACK side of a polygon?
is it true that the +Z face is always the back, the -Z face is always the front?
I'm asking this becoz my glLighting isn't lighting my model correctly ... even though it did light the glutWireTeapot and glutSolidTeapot properly.
Please reply asap, I need to know it urgently...
PS, i read some articles that suggests that the FRONT and BACK are determined by the way you place ur vertices in between glBegin and glEnd... pls comment on that too.
Thanks A LOT!
Regards,
Jeremy
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Have you remembered to enable lighting?
ASKER
hi InteractiveMind,
Yes of course I've enabled lighting :)
thanks for reminder anyway... my problem is that the lighting is wrong, not invisible. :)
I'll go and check things out and get back to u asap... thanks for your response!
Regards,
Jeremy
Yes of course I've enabled lighting :)
thanks for reminder anyway... my problem is that the lighting is wrong, not invisible. :)
I'll go and check things out and get back to u asap... thanks for your response!
Regards,
Jeremy
Just checking; it's so easy to define all the light settings, and then forget to actually add the glEnable(..).
> "the lighting is wrong"
What is so "wrong" about it? Any chance of seeing a screenshot? Some code?
(..unless of course you figure it yourself..)
> "the lighting is wrong"
What is so "wrong" about it? Any chance of seeing a screenshot? Some code?
(..unless of course you figure it yourself..)
ASKER
If let's say my article is a house with a hole in the roof
and there is a sun that rises and set, (a X=0, Y=sin angle * dist, Z = -cos angle * dist) curve lighting just like the sunlight or moonlight, how do i make the house appear to be in darkness, yet, casting a hole of light via the hole in the roof?
PS, the roof is a nicely cut square, just like a skylight.
and there is a sun that rises and set, (a X=0, Y=sin angle * dist, Z = -cos angle * dist) curve lighting just like the sunlight or moonlight, how do i make the house appear to be in darkness, yet, casting a hole of light via the hole in the roof?
PS, the roof is a nicely cut square, just like a skylight.
I think you're over-estimating OpenGL lighting.
This sort of effect would require either something like a custom Cg shader (for a good effect), or using a translucent shape/graphic to provide some sort of glowing effect, et al. (a cheap and pretty poor effect).
:(
This sort of effect would require either something like a custom Cg shader (for a good effect), or using a translucent shape/graphic to provide some sort of glowing effect, et al. (a cheap and pretty poor effect).
:(
ASKER
Rehi,
I think it's becoz I'm still a newbie in 3d graphics that's y i dunno much about lightings... neither do i know the capabilities of default lightings in OpenGL.
*Sigh*
Unfortunately I do not have much time left for this project of mine, the due date is drawing near. As for a screenshot, I'll try to post it asap.
Anyway, let's say, if I split my wall into small fragments of polygons, will it hav a better effect?
Thanks
I think it's becoz I'm still a newbie in 3d graphics that's y i dunno much about lightings... neither do i know the capabilities of default lightings in OpenGL.
*Sigh*
Unfortunately I do not have much time left for this project of mine, the due date is drawing near. As for a screenshot, I'll try to post it asap.
Anyway, let's say, if I split my wall into small fragments of polygons, will it hav a better effect?
Thanks
If I understand your problem correctly, then most probably, yes.
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