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Ron Parker wrote:
[ ... ]
> The solution to the problem is to
> specify your geometry more precisely by creating more triangles. The
> difference between the normals at the corners of a smooth triangle shouldn't
> be large, anyway, because the Phong approximation works best for smallish
> angles.
It now seems to me, after a few similar problems, that the solution
always ends up being '*more* triangles!'
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> If you're trying to create a twisted-ribbon type of thing, perhaps you
> would find more success and realism with bicubic patches.
oh thats probably true, but then I would have to figure them out.
Aren't bicubic patches those things you specify with huge arrays of
numbers that don't make any sense?
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