darkrappey
12-05-2006, 04:36 PM
I was thinking...
If you take a triangle and scale with emphasis on a single axis its normal would change. Right?
If you have a display list (terrain for example) with normals and call glScale before you call/draw the list does OpenGL compensate?
Or say there is a very sharp needle cone and a light pointing directly down. The sides of the cone would be nearly parallel to the light and therefore not be lit. But if you scaled the cone down in Y axis to the point where it was a 2d circle, the sides would be facing the lighting perfectly and should be lit.
I would suspect that it does, because glScale has a similar behavior to glRotate, but for some reason my terrain's lighting is very strange/wrong.
If you take a triangle and scale with emphasis on a single axis its normal would change. Right?
If you have a display list (terrain for example) with normals and call glScale before you call/draw the list does OpenGL compensate?
Or say there is a very sharp needle cone and a light pointing directly down. The sides of the cone would be nearly parallel to the light and therefore not be lit. But if you scaled the cone down in Y axis to the point where it was a 2d circle, the sides would be facing the lighting perfectly and should be lit.
I would suspect that it does, because glScale has a similar behavior to glRotate, but for some reason my terrain's lighting is very strange/wrong.