i know, but is there a way to calculate it?? i will post a shot which shows my problem this evening.
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Re: calculating the normal?
[Re: ello]
#45636 05/13/0514:5305/13/0514:53
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 05/13/0519:5605/13/0519:56
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
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 05/14/0519:2505/14/0519:25