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[Octave-patch-tracker] [patch #8951] Calculate vertexnormals for patch o
From: |
Pantxo Diribarne |
Subject: |
[Octave-patch-tracker] [patch #8951] Calculate vertexnormals for patch objects |
Date: |
Mon, 02 May 2016 12:19:35 +0000 |
User-agent: |
Mozilla/5.0 (X11; Ubuntu; Linux x86_64; rv:45.0) Gecko/20100101 Firefox/45.0 |
Follow-up Comment #13, patch #8951 (project octave):
As you are now a frequent contributor, it would be even better if you asked
for tests on the help/maintainers mailing lists. This is the best way to do
clean reverse engineering. Generally answers come in a few hours.
>>Do I understand correctly that Matlab only triggers the calculation of
FaceNormals if the patches have polygons with more than 3 corners?
Yes, that is what I mean, but I concluded too fast, the test in comment 10
shows that ML computes normals even for flat lighting. So I don't know what
went wrong with those tests.
On the other hand, I think the reason why vertexnormals are not computed for
"flat" lighting is because vertexnormals don't have a unique value here: I'd
bet when two faces share vertices - say [abc] and [bcd] are triangular faces
with "b" and "c" common vertices - the rendering in opengl uses actually 6
vertices (no triangle strip/fan) - [abc] and [b'c'd]. In flat lighting "b" and
"c" inherit the facenormals of face "abc" while "b'" and "c'" inherit from
"bcd" facenormals (hence vertexnormals has no sense).
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