Re: [Maya2osg-users] Triangle winding question (maya usage)
Status: Alpha
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From: PP CG <pp...@cg...> - 2011-10-17 17:26:50
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Hi Javier, > We treat normals and backface culling taking into account the > "double sided" and "opposite" options in the Maya mesh. And they > should behave the same in FFP and GLSL. If they don't it is a bug. > Moreover, we have a test model for this backface culling and lighting > issues. I'll take a look as soon as I can, but I think last time I > checked that it worked OK. I don't remember it fully, but I think we had a case with reversing the normals in the normal array, and that later on this was required for only one case, think the case when using glsl, but not sure. Could this result in a problem, if the shaders produced by maya2osg do reverse the normals, but when somebody overrides this shaders, he might not reverse the normals and see unexpected behavior ? I was talking about such a case, but really just guessing. Cheers, PP |