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Hehe I agree, my questions were very general.
I was fairly sure it wasn't my code, but something I was missing
conceptually. And that's what it was... I've solved the problem at last
(it's only 3am). I was using the same transform for directions and normals,
when what I really needed was a transposed, inverted transformation for the
normals. For many cases the standard and transposed inverse transformation
were the same which didn't help me work out what was happening at all. I
finally started thinking about normals and how they behave when non-uniform
scaled (I have about a million scribbled triangles in front of me) and it
all fitted into place.
My renders are looking the same as the same scenes in POV-Ray again, which
is my benchmark of success. Makes me sooo proud! Thanks for your fast
reply! Next time I will try to have more direct questions and less babble
;)
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