Larry Ramey (ramey++at++ccpo.odu.edu)
Wed, 24 Mar 1999 11:28:43 -0500
So when generateing a Pyramid in Open GL you have 2 options for shared
vertexes:
1) specify a normal for each plane that uses that vertex, thus the point
at the top of the pyramid will have 4 normals (assuming a square base)
OR
2) Average the normals for all the planes the share that vertex.
Option 1 yields a highly faceted look, like a GemStone, Option 2 yields
a pyramid that looks like is was tossed in the ocean and allowed the
waves to smooth it down. (If you don't live by the beach, sorry)
Is there a corrallary in Performer by picking Normals by Vertex and by
Primitive? Which would yield a smooth surface and which would yield a
facated surface. (I think I know the answer, but the manual doesn't even
disscuss this effect)
---------------------------------------------------------------
Larry E. Ramey ramey++at++ccpo.odu.edu
757-683-6276(office) 757-683-5335 (CAVE)
"Count the heads man." - Zaphod Bebblebrox
"Won't weigh you down, with good intentions" -Sarah McLachlan
This archive was generated by hypermail 2.0b2 on Wed Mar 24 1999 - 08:25:38 PST