IndrekSnt

11-04-2003, 10:56 AM

I have a world that consists of many quads and polygons, it has also some lighting. In order OpenGL to lit everything correctly, it needs normals with glNormal3f(float X,float Y,float Z); Yes, I used it but some walls are lightened up, some not(some are black). http://www.opengl.org/discussion_boards/ubb/frown.gif.?.

Here are my functions:

VPoint cross(VPoint v1,VPoint v2){

VPoint normal;

normal.x=(v1.y*v2.z)-(v1.z*v2.y);

normal.y=(v1.z*v2.x)-(v1.x*v2.z);

normal.z=(v1.x*v2.y)-(v1.y*v2.x); return normal;}

//

float Magn(VPoint n){

float m;

m=(float)sqrt((n.x*n.x)+(n.y*n.y)+(n.z*n.z));

return m;}

//

VPoint Normalise(VPoint n){

float m=Magn(n);

n.x/=m; n.y/=m; n.z/=m;

return n;}

//

VPoint GetNormal(VPoint v[QUAD_P]){

VPoint v1=v[2]-v[0];

VPoint v2=v[1]-v[0];

VPoint n=cross(v1,v2);

n=Normalise(n); return n;}

And here is VPoint structure:

struct VPoint{

float x,y,z;

VPoint(){}

VPoint(float X,float Y,float Z){

x=X; y=Y; z=Z;}

VPoint operator+(VPoint v){

return VPoint(x+v.x, y+v.y, z+v.z);}

VPoint operator-(VPoint v){

return VPoint(x-v.x, y-v.y, z-v.z);}

VPoint operator*(float v){

return VPoint(x*v, y*v, z*v);}

VPoint operator/(float v){

return VPoint(x/v,y/v,z/v);}

};

I think the normal coordinates come wrong when I use GetNormal(); function, how to make it working?

Any suggestions are welcome...

Here are my functions:

VPoint cross(VPoint v1,VPoint v2){

VPoint normal;

normal.x=(v1.y*v2.z)-(v1.z*v2.y);

normal.y=(v1.z*v2.x)-(v1.x*v2.z);

normal.z=(v1.x*v2.y)-(v1.y*v2.x); return normal;}

//

float Magn(VPoint n){

float m;

m=(float)sqrt((n.x*n.x)+(n.y*n.y)+(n.z*n.z));

return m;}

//

VPoint Normalise(VPoint n){

float m=Magn(n);

n.x/=m; n.y/=m; n.z/=m;

return n;}

//

VPoint GetNormal(VPoint v[QUAD_P]){

VPoint v1=v[2]-v[0];

VPoint v2=v[1]-v[0];

VPoint n=cross(v1,v2);

n=Normalise(n); return n;}

And here is VPoint structure:

struct VPoint{

float x,y,z;

VPoint(){}

VPoint(float X,float Y,float Z){

x=X; y=Y; z=Z;}

VPoint operator+(VPoint v){

return VPoint(x+v.x, y+v.y, z+v.z);}

VPoint operator-(VPoint v){

return VPoint(x-v.x, y-v.y, z-v.z);}

VPoint operator*(float v){

return VPoint(x*v, y*v, z*v);}

VPoint operator/(float v){

return VPoint(x/v,y/v,z/v);}

};

I think the normal coordinates come wrong when I use GetNormal(); function, how to make it working?

Any suggestions are welcome...