SimoPI
02-19-2010, 06:32 AM
Hi, i'm new. First, sorry for my english.
I have a problem coding the shape normals. I'm not sure about the code i'm writing, because i'm a beginner in opengl and glsl.
Assume a triangle: (i1, i2, i3)
Assume a vertex: (v1, v2, v3), obtained from triangle[i1]
In opengl, i compute the normals in this way:
vector3 a, b;
a = v3-v1;
b = v2-v1;
vector3 normal = a^b; //cross product
Is that right?
I must send these values to a GLSL bump mapping, and it wants a normal for every vector. But i have ONE normal, computed from 3 vectors.
I need a normalArray implementation where i can send a normal for every vertex. I think i must reply the computed normal in v1, v2 and v3, but i don't know how...
Someone can help me?
I have a problem coding the shape normals. I'm not sure about the code i'm writing, because i'm a beginner in opengl and glsl.
Assume a triangle: (i1, i2, i3)
Assume a vertex: (v1, v2, v3), obtained from triangle[i1]
In opengl, i compute the normals in this way:
vector3 a, b;
a = v3-v1;
b = v2-v1;
vector3 normal = a^b; //cross product
Is that right?
I must send these values to a GLSL bump mapping, and it wants a normal for every vector. But i have ONE normal, computed from 3 vectors.
I need a normalArray implementation where i can send a normal for every vertex. I think i must reply the computed normal in v1, v2 and v3, but i don't know how...
Someone can help me?