View Full Version : Normal calculations look right,but my scene doesnt

02-08-2010, 01:29 PM
Hi there. I'm trying to make a flat shaded heightmap rendering engine, but I can't seem to get it looking the way it should. I've asked around and rechecked but it just refuses to work.
I've posted the code I use to calculate my normals and then render the triangles. Maybe someone with an eye for OpenGL rendering can see what's going on here.

------- Source code ---------
http://utilitybase.com/paste/26026 <-- Vector and cross product classes and functions
http://ec.codepad.org/NsxUim61 <-- Code to calculate normals
http://ec.codepad.org/l3rUCvUR <-- Rendering code(no VBO)

----------- Image results ----------
http://up.mibbit.com/up/06o2n8oG.png <- Specular lighting trashed

http://up.mibbit.com/up/8LkRvtkd.png <- Scene with specular lighting, and the yellow hairs are vertex[0][0]; vertex[0][0] + the normal for the top left hand triangle.

http://up.mibbit.com/up/uxcfl8sS.png <- Lighting does somewhat look correct.

On the images: The white lines and face represent the light source which is defined:
float specular[] = {1,1,1,1};
float lightPos[] = {(float)testScrollbar1->GetValue() * m_revx, (float)testScrollbar2->GetValue() * m_revy, (float)testScrollbar3->GetValue() * m_revz, -1};

glLightfv(GL_LIGHT0, GL_POSITION, lightPos);