Original Post
hi, i have coded a simple demo that animates a triangle mesh.
my normals are calculated per vertex.
the problem is, that even with a mesh resolution of 64x64 cells, the smooth shading looks aliased. the following screenshot shows a part of my mesh. if you look at the screenshot, the left picture reveals that there are dark borders around each cell, so you can still see each individual patch. although, the specular highlights are not looking convincing.
i use glShadeModel(GL_SMOOTH). i can post some source code, if that would help, but i´m sure that my normals are correct.
can someone tell me what i´m doing wrong here? or it is still the problem of per-vertex lighting of opengl? but even with a mesh of 128x128, i noticed this ugly effect.
any help would be welcome!!
thanks
Gammastrahler
[edited by - Gammastrahler on August 2, 2002 1:42:22 PM]
can someone tell me what i´m doing wrong here? or it is still the problem of per-vertex lighting of opengl? but even with a mesh of 128x128, i noticed this ugly effect.
any help would be welcome!!
thanks
Gammastrahler
[edited by - Gammastrahler on August 2, 2002 1:42:22 PM]