I always work with one normal associate with a polygon, but 3ds format export one normals for each vertex :blink: I don't understand, some one help me ?
Thanks.
Normals
Started by Obunako, Jul 19 2003 05:42 PM
6 replies to this topic
#1
Posted 19 July 2003 - 05:42 PM
#2
Posted 19 July 2003 - 07:08 PM
Yes, it's possible to have a normal for each vertex. This is done for lighting calculations. If you find the normal to a triangle, you are finding a "Face Normal". If you give OpenGL a face normal for lighting, it will make your object look really flat and not very round. If we find the normal for each vertex, it makes the smooth lighting look. This also covers up blocky looking objects and they appear to have more polygons than they do.
#3
Posted 21 July 2003 - 08:23 AM
per vertex normals are teh w1n!!!!
Render a sphere with per face normals, then
Render a sphere with per vertex normals
the difference is amazing.
That reminds me how many of the neighbour face value normals should I use to calculate the per vertex value?
Render a sphere with per face normals, then
Render a sphere with per vertex normals
the difference is amazing.
That reminds me how many of the neighbour face value normals should I use to calculate the per vertex value?
#4
Posted 21 July 2003 - 08:23 AM
imagine it like this :
you find per-polygon normals for each polygon in your model. obviously this will result in surfaces that will look very flat when lit as apex said. the easiest way around this is to average the normals of faces that share a vertex. you then assign this new averaged normal to the shared vertex and thus get a different normal for each vertex instead of one for each face.
result == smoother shading.
you find per-polygon normals for each polygon in your model. obviously this will result in surfaces that will look very flat when lit as apex said. the easiest way around this is to average the normals of faces that share a vertex. you then assign this new averaged normal to the shared vertex and thus get a different normal for each vertex instead of one for each face.
result == smoother shading.
If Prolog is the answer, what is the question ?
#5
Posted 30 July 2003 - 08:47 AM
davepermen.net
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#6
Posted 31 July 2003 - 09:03 PM
davepermen: a VERY nice example.
:yes:
:yes:
Imagine.
#7
Posted 03 August 2003 - 08:20 PM
thanks
davepermen.net
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
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