Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
4 registered members (fogman, Grant, AndrewAMD, juanex), 989 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
calculating the normal? #45633
05/13/05 06:31
05/13/05 06:31
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
can i calculate the normal for a vertice inside the vertexShader? how?

Re: calculating the normal? [Re: ello] #45634
05/13/05 14:32
05/13/05 14:32
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
What do you mean? the normal is already available...

Re: calculating the normal? [Re: Matt_Aufderheide] #45635
05/13/05 14:40
05/13/05 14:40
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
i know, but is there a way to calculate it?? i will post a shot which shows my problem this evening.


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: calculating the normal? [Re: ello] #45636
05/13/05 14:53
05/13/05 14:53
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
you mean you want to change the normal in the shader?

Re: calculating the normal? [Re: Matt_Aufderheide] #45637
05/13/05 19:11
05/13/05 19:11
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
indirectly yes, but i want to calculate the normal accordingly to the position because of this:


i dont know enough of modeling to even have a clue where to correct this, so i thought it could be a way to calculate it in the shader. the model itselfs has good surface its only the screwed normals.


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: calculating the normal? [Re: ello] #45638
05/13/05 19:56
05/13/05 19:56
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
i dont know what this model is.. but i suspect that the normals are correct.. it looks as if you are somehow coloring them in wierd ways..what it does it look like shaded in A6 with no shaders at all. If it looks correct then the normals must be ok. I dont see how normals can be messed up anyway.. unless you deform the vertices.. then you must use ent_fixnormals

Re: calculating the normal? [Re: Matt_Aufderheide] #45639
05/14/05 18:28
05/14/05 18:28
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline OP
Senior Expert
ello  Offline OP
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
big thanks!! that was it. ent_fixnormals does the job. however i am a little confused because i simply passed the normal to the pixelshader and uses mu(inPosition, matWorldViewProj); and that was the shader. no deforming


www.earthcontrol.de
quoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
Re: calculating the normal? [Re: ello] #45640
05/14/05 19:25
05/14/05 19:25
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
odd, but i suppose the normals can be messed up by animating..or perhaps there is just somthign wierd with the model..


Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1