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Thread: Lighting and call list

  1. #1
    Senior Member OpenGL Guru
    Join Date
    Jun 2000
    Gastonia, NC, USA

    Lighting and call list

    I have made a group of triangles, which I am build with a calllist.
    I have setup the lighting normals, but some triangles don't track the light, they stay full light.

    Does direction of how each triangle vectors is assemble effect the lighting? This is something I suppect that some could be CW and others CCW.


  2. #2
    Senior Member Frequent Contributor
    Join Date
    Aug 2000
    Cardiff University

    Re: Lighting and call list

    Don't know what gl does but normally the order of vertices defines front/back when you calc normals etc.

  3. #3
    Member Contributor
    Join Date
    Mar 2002
    Figueira da Foz, Portugal

    Re: Lighting and call list

    Try setting your lighting model with two-sided lighting, and setting GL_FRONT_AND_BACK in your materials. If the winding is wrong, the triangles will respond to light in a "negative" way (can't find a better way to say it ).

    Other reason could be that it has something to do with having too much ambient light, or with the way you're ordering your operations. The light should be positioned before the geometry it is supposed to affect.

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