I am working on creating an object loader for use with iOS, I have managed to load the vertices, normals and face data from and OBJ file, and then place this data into arrays for reconstructing the ob
I have triangle collection that define mesh surface of my 3D shape, I would like to fix normal of each triangle to point outshape.
I\'m using a program called sculptris to create models in Wavefront OBJ format. I just created my first couple models and am now trying to import them into an OpenGL scene. I\'ve never written an obje
I have drawn a triangle mesh with 10000 vertices(100x100) and it will be a grass ground. I used gldrawelements() for it. I have looked all day and still can\'t understand how to calculate the normals
I was working on a method to approximate the normal to a surface of a 3d voxel image. The method suggested in this article (only algorithm I found via Google) seems to work.The suggested method from
I\'m generating terrain in Opengl geometry shader and am having trouble calculating normals for lighting. I\'m generating the terrain dynamically each frame with a perlin noise function implemented in
Currently, I have a program that will revolve a simple 2d polygon around the x-axis to create a 3D shape. The problem is that in order to make sure that the normals for the surfaces are aligned correc
I Am working on a 2D game in XNA that needs some physics. I have found that physics engines such as Farseer will not cut it due to some of the ways they work. (thats a long story involving rewriting t
I heard that I should use normals instead of colors, because colors are deprecated. (Is that true?) Normals have something to do with the开发者_JAVA技巧 reflection of light, but I can\'t find a clear
After a few days of getting my GLSL vertex shader to display the vertices correctly, I\'ve now moved onto lighting! My understanding of openGL lighting/normals isn\'t great by any stretch of the imagi