|
From: Dair G. <da...@re...> - 2004-08-05 19:41:18
|
Roger Holmes wrote: >Perhaps you missed one of my e-mails. Sorry, think I must have done - didn't see anything after that. >I think it is the general fix we were testing, it certainly was much >better than simply multiplying by local to world. I have checked it in >as it is definitely much better than before. I used some code I wrote >for my renderer for getting the right normal for the lighting >calculations. OK, that should give us the right results - it will mean we're doing more work up front than we need to if they don't actually want the normal, so be interesting to see if that does have any noticeable impact on picking complex scenes. >I presume the interactive renderer does something similar otherwise >the lighting would look a little weird as a surface in world >coordinates gives different lighting to a parallel surface in local >coordinates with a rotation and non uniform scale transform applied. Yes, the normal used for lighting will need to go through a similar transform - GL does this for us, the IR would have had to do it itself as it did all its own lighting. -dair ___________________________________________________ mailto:dair+refnum.com http://www.refnum.com/ |