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Lighting Problem

Started by Gavinl 2 replies 450+ views
Original Post
Gavinl
Gavinl
Hi Everyone, I seem to be having a problem lighting a model I made. I just set up a scene where a sphere (the light) rotates around the spaceship, when the light is on the left side of the spaceship, the model gets rendered properly. But when it is on the right side, the faces that are facing the light do not get lit up properly. Anyone have an idea what might be causing such a problem. I'm pretty sure my normals are correct. Here's the program. Any help/suggestions would be appreciated. Thanks Gavin. http://72.58.106.206:3724/Spaceship%20Game.zip Press Spacebar to change the spaceship to a sphere. Both the sphere and the spaceship were created in 3d studio max, and then exported to a .ASE text file, and then parsed the verticies/faces/texturecoords/normals/etc
-------------------------------------Physics Labhttp://www.physics-lab.netC++ Labhttp://cpp.physics-lab.net
zedzeek
zedzeek
check the faq's see www.opengl.org + this forum.
perhaps youre not repositioning the light every frame after u position the camera
Digitalfragment
Digitalfragment
In 3dsmax, when you have geometry that is 'mirrored', max has a notorious habit of not transforming everything internally (the XForm isnt reset, IIRC) im not sure if when you export to ASE it fixes the normals for you.
Gavinl
Gavinl
Quote:
Original post by Exorcist
In 3dsmax, when you have geometry that is 'mirrored', max has a notorious habit of not transforming everything internally (the XForm isnt reset, IIRC) im not sure if when you export to ASE it fixes the normals for you.


You know what, That could be the problem. The entire one side of the model is mirrored...I'll see what I can do to fix that.

Thanks
-------------------------------------Physics Labhttp://www.physics-lab.netC++ Labhttp://cpp.physics-lab.net

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