Code from todays coding session …

Code from todays coding session has been posted here

The lighting problems we were having:

  • When there was no shader present - the problem was us not providing the normals for OpenGL and thus the lighting calculations were based on automatically generated normals. This along with sparse geometry of the cube produced odd lighting effects.
  • When there was a shader in use - the odd lighting effect on the cube comes from my mistake of not transforming normals to view space via an appropriate matrix. Take a look at the shader code.

Publisert 5. okt. 2012 00:28 - Sist endret 16. apr. 2013 13:20