Ok, more specific details:
Any time I non-uniformly scale an object (at least if I end up with scaled
normals that are not aligned with the axis) I get screwy surface normals
(in reflections, and for use with shading).
I am currently using a 'm->tranformDirection(Vector * v)' method which does
a full transform using the matrix 'm' except that it ignores the fourth row
or the matrix (ie: the translation row).
I tried using the MTransNormal() code from povray (in a fairly shameful
manner) but didn't have any luck. I'm still as confused as ever.
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