From: Stephen T. <ste...@sf...> - 2001-01-16 05:41:46
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Brian Paul <br...@va...> writes: > > How do they compare when you enable smooth shading for the sphere? > Oddly, they look the same when smooth shaded. Why?? Then, it's not the problem of the normal? > It may be that because of the vertex order for the triangle strips > being different, that a different provoking vertex is being used > for filling each facet. Can that be fixed? > > The GLU spec doesn't say exactly how the triangle (or quad) strips > are to be oriented in gluSphere so this might be an allowable > variation. Variation? But this is a huge visible discrepancy, though. I draw the box in the light source position. It seems that the specular reflection is more "accurate" in sgi glu. I can't say for sure though. > Thanks. My plan is to replace Mesa's GLU with the SI GLU someday > (when I find time). You mean SGI open-source reference implementation? Their code style is horrible because of over-optimization. Honestly, I like Mesa code much better. It is more readable. - Stephen |