Today was a great day to celebrate one's birthday! I'd tell all the details, but this is a serious blog for serious discussions.
As for serious discussions, I did manage to find some time to calculate some normals. Instead of providing set normals like I did in previous OpenGL work, these normals have to be calculated for procedurally generated terrain. Think of taking each point of the triangles to render and then calculating the cross product.
However! One can also weight the sums for smoother coloration of intensity. That said, I did kinda mix up the normals and calculated weighting without transferring to a new array. The product...
Oh no! Luckily I separated the calculated normals from their weighted forms. However...
Yikes! Things are so dark and visually janky! This will require more research to see what exactly's up.
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