"Bald Eagle" <cre### [at] netscape net> wrote:
> I'm sure there's still lots more to learn if I get around to testing any of this
> on a more complicated mesh like the bunny, buddha, dragon, etc.
So I fiddled with the bunny - I had forgotten what a small scale that thing is.
I basically made an array of the vertices, another array of the indexes, and
then a final array describing the actual triangles, pretty much undoing the
mesh2.
Only a few normals were pointing outward, which means that somehow almost all of
my normals are reversed. So one character later (-) I was able to render the
bunny with almost all of the normals facing outward.
I guess there's a way to do a breadth first search and correct the normals that
don't point in the same direction as all the others.
I might try adding an interior_texture to the triangles next to see what
happens.
But I'm super pleased that I made it this far, not fully understanding how
everything works with respect to calculating the determinant of the
cross-product vectors.
Enjoy.
Post a reply to this message
Attachments:
Download 'bunnynormals.png' (664 KB)
Preview of image 'bunnynormals.png'

|