Results 1 to 2 of 2

Thread: Tuturials on complex lighting normals

  1. #1
    Junior Member
    Join Date
    Jul 2010

    Tuturials on complex lighting normals

    I need some help creating normal coords for complex quads.
    I cannot find anything more than 0, 1, 0 for a flat quad.
    How are these created?
    Are all the normal coords <= 1?

  2. #2
    Join Date
    Oct 2009
    London, UK

    Re: Tuturials on complex lighting normals

    Hi there -- I'm a bit confused, I would use "quad" to mean a flat four-vertexed polygon, made up of two triangles lying in the same plane. The normal for such a figure is the normal to the plane.

    I can answer your second question: yes, the normal coords are all <= 1. Specifically, the length of the normal vector needs to be 1, so if the vector is (x, y, z) then x*x+y*y+z*z must be exactly 1. However, in practice you can dodge this by putting a bit more calculation in your shaders; there is a "normalize" function that will take a vector with a non-one length and scale it up or down appropriately.



Similar Threads

  1. Normals and Normalization
    By maximus-dev in forum OpenGL ES
    Replies: 3
    Last Post: 05-14-2010, 08:59 PM
  2. Problem with normals in OpenGL ES in S60 app
    By Fadi Chehimi in forum OpenGL ES
    Replies: 5
    Last Post: 09-05-2005, 12:07 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
Proudly hosted by Digital Ocean