normals Questions
3
Solved
I'm generating terrain in Opengl geometry shader and am having trouble calculating normals for lighting. I'm generating the terrain dynamically each frame with a perlin noise function implemented i...
6
I have drawn a triangle mesh with 10000 vertices(100x100) and it will be a grass ground. I used gldrawelements() for it. I have looked all day and still can't understand how to calculate the normal...
Communalize asked 11/7, 2011 at 20:47
5
Solved
I have cloned and than flipped an object using negative scale, which causes my single sided faces to inverse. My question is, how can i flip the normals too?
I don't want to use material.side = TH...
Homage asked 29/5, 2013 at 22:3
2
Solved
As the title says I want to calculate the surface normals of a given depth image by using the cross product of neighboring pixels. I would like to use Opencv for that and avoid using PCL however, I...
Artie asked 6/1, 2016 at 22:30
1
Solved
I'm creating a terrain mesh, and following this SO answer I'm trying to migrate my CPU computed normals to a shader based version, in order to improve performances by reducing my mesh resolution an...
Reina asked 22/6, 2020 at 17:1
2
I am trying to write a obj file with vertices. I am computing the vertex normals in my code and writing to this file as well. When I try to render this file in Meshlab it reads the vertices correct...
4
I have been searching around and haven't found any really good answer to my question yet..
The thing is that I have this sphere.. just a basic sphere, and I want to flip the normals so
the sphere g...
3
What is the proper way to transform surface normals defined in world space to normals in screen space? I don't think they can simply be multiplied by the projection matrix, because perspective divi...
Sprague asked 14/1, 2013 at 11:10
1
Solved
I've looked online for quite some time and can't find an answer to this.
For simplicity, let's just assume I need to fully smooth out the normals of a group of cojoined faces. I want to find the ac...
3
edit: you might want to start at "Edit 3" because I've solved a lot of this
Here's a screenshot of my normal cubemap applied to an icosphere:
The tangents for my cubemapped icosphere are genera...
Historicity asked 25/5, 2015 at 11:35
2
Solved
I am writing a plugin which renders some meshes in OpenGL.I have a Vertices array in a VBO and an Indices array in another VBO. I now want to store Normals. As a vertex, being shared between multip...
2
Solved
Given a convex polyhedron with defined vertices (x, y, z) that specifies the faces of the polyhedron.
How can I go about calculating the surface normal of each face of the polyhedron?
I need the ...
Holmgren asked 6/11, 2016 at 21:34
3
Solved
I heard that I should use normals instead of colors, because colors are deprecated. (Is that true?) Normals have something to do with the reflection of light, but I can't find a clear and intuitive...
2
I have a triangulated polyhedron (not necessarily convex) and the following information:
A list of the position of each vertex.
A list of the vertex triples that define each face.
A list of the ve...
Concertante asked 3/12, 2012 at 18:43
1
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I have a small problem calculating normals for my heightmap. It has a strange behavior. At the higher and the lower points the normals are fine, but in the middle they seem wrong. They are lighted ...
1
I am trying to export a skinned mesh. For some reasones FbxSDK breaks normals on edges of segments if I add a skin cluster to a mesh. Without a skin everything looks totally fine.
Example:
Code...
1
For my project, I need to create materials at run time. When I create material, Normal map has no effect. I tried the two solutions about this but they did not work for me. Is something has changed...
Refulgent asked 27/7, 2015 at 19:13
1
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I'm writing a BezierPath class that contains a list of BezierPoints. Each BezierPoint has a position, an inTangent and an outTangent:
BezierPath contains functions for getting linear positions a...
Wonky asked 22/8, 2014 at 18:10
1
Inspired by crytek's presentation on using quaternions to store tangent space in quaternions for smaller vertices, I came to the logical conclusion that if you can use quaternions to store tangent ...
Those asked 26/3, 2014 at 22:35
1
Solved
I am trying to get mesh normals and lights working in LibGDX project.
I already have textured mesh generated from heightmap texture pixels.
The problem is I cannot get normals lighted up correctl...
1
Solved
I've been trying to realize a mesh that has all face normals pointing outward.
In order to realize this, I load a mesh from a *.ctm file, then walk over all
triangles to determine the normal using ...
2
Solved
I am trying to render a 3D model (from volvis.org) with Gouraud shading using the marching cubes algorithm. So far I have the normals for each vertex with:
GetNormalForVertex(vertex &b, vertex...
Ootid asked 25/3, 2013 at 21:4
1
Solved
I am doing the following to try and estimate surface normals from a point cloud generated from a Kinect depth image:
pcl::PointCloud<pcl::PointXYZRGB>::Ptr create_point_cloud_ptr(Mat& de...
Carborundum asked 14/2, 2013 at 14:46
2
We are given a set of triangles. Each triangle is a triplet of points. Each point is a triplet of real numbers. We can calculate surface normal for each triangle. For Gouraud shading however, we ne...
2
Solved
I have a scene with several models with individual positions and rotations. Given normals, the shaders apply simple bidirectional lighting to each pixel.
That is my vertex shader.
#version 150
i...
Shing asked 7/1, 2013 at 12:45
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