Re: [Maya2osg-users] Triangle winding question (maya usage)
Status: Alpha
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From: Javier T. <jav...@gm...> - 2011-10-17 18:20:01
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Yes, if the shader is overrided and it does not take care of the normal direction, it could fail, but it would behave different from FFP either. Shaders should take care of this or at least the pipeline responsible should enforce that no normals are reversed by the Maya "opposite" parameter. My opinion is: if a shader behaves the opposite way than FFP, something is wrong with this shader. On Mon, Oct 17, 2011 at 7:26 PM, PP CG <pp...@cg...> wrote: > 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 > > > > ------------------------------------------------------------------------------ > All the data continuously generated in your IT infrastructure contains a > definitive record of customers, application performance, security > threats, fraudulent activity and more. Splunk takes this data and makes > sense of it. Business sense. IT sense. Common sense. > http://p.sf.net/sfu/splunk-d2d-oct > _______________________________________________ > Maya2osg-users mailing list > May...@li... > https://lists.sourceforge.net/lists/listinfo/maya2osg-users > -- Javier Taibo |