I'm not using any scaling transformations, but I guess I found the cause (number 4 in your reasons :p). I was issuing glLightfv(GL_LIGHT0, GL_POSITION, lumPos) and I believe the coordinates in lumPos...
Type: Posts; User: JayNort
I'm not using any scaling transformations, but I guess I found the cause (number 4 in your reasons :p). I was issuing glLightfv(GL_LIGHT0, GL_POSITION, lumPos) and I believe the coordinates in lumPos...
Thanks for explaining, I moved the glLightfv call and it's now issued directly after gluLookAt() but the problem doesn't seem to be related. I'm still stuck on it, here's an example of my cylinder...
Yes, I gave each of them their own normal (probably not the best way to do it, but it's the best I know for now) in glNormalPointer, but it is indeed the same for all (0,1,0). But I'll check them...
Yes, draw it on paper first (remember the axis representation). Use triangles and then use glVertex (MAN) to draw the points!
Hi there!
I've just started learning openGL and have a doubt that is intriguing me (I searched and read but couldn't find an answer).
So, I created a cylinder (out of triangles), uploaded the...