Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Page 2 of 2 FirstFirst 12
Results 11 to 13 of 13

Thread: Lighting Question

  1. #11
    Member Regular Contributor
    Join Date
    May 2000
    Location
    Batavia, NY, 14020
    Posts
    259

    Re: Lighting Question

    Okay... so polygon winding makes a difference with respect to lighting effects, or so I've learned. I was under the impression that if I use GL_FRONT_AND_BACK for evertthing, it would still work (although slower). I guess not! I've gotten most things to work fairly well now.

    But I'm sure more questions will follow...

    Siwko
    - I am not opensource! -

  2. #12
    Junior Member Regular Contributor
    Join Date
    Apr 2000
    Posts
    116

    Re: Lighting Question

    I'm pretty sure that winding is not going to matter for opengl lighting. Humm. What lead you to this conclusion?

  3. #13
    Member Regular Contributor
    Join Date
    May 2000
    Location
    Batavia, NY, 14020
    Posts
    259

    Re: Lighting Question

    Well, polygon winding seemed to make some sort of difference, as only a few of the faces of the cube were lit (normals and all specified) as I had started. Then I went back through, keying on culled faces to turn around the faces that weren't facing outwards. After I did that, all the sides were lit. Imagine that.

    And as said before, this seems kinda stupid here, because (unless it means something other than it obviously states) for all the lighting options I was using GL_FRONT_AND_BACK, including using the two-sided option.

    Go fig. Anyways, lighting, textures, etc are all working for me. By the way, anyone need a fairly generic MFC OpenGL window class?

    Siwko
    - I am not opensource! -

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •