Search found 3 matches
- Tue Feb 23, 2016 3:29 pm
- Forum: Advanced Help
- Topic: Gouraud-like Shader Problem
- Replies: 4
- Views: 1911
Re: Gouraud-like Shader Problem
centralRelativePosToBody is in object coordinates but the normal is in world coordinates. Also, the normal should be transformed by the transpose of the (world) matrix, which is the same if the matrix is a pure rotation (ignoring the translation part). But if this is true you can simply use the ...
- Fri Feb 19, 2016 11:02 pm
- Forum: Advanced Help
- Topic: Gouraud-like Shader Problem
- Replies: 4
- Views: 1911
Re: Gouraud-like Shader Problem
Oddly enough, I spent two full days on this problem and a few minutes after explaining it on this forum I "solved" it.
In fact, the result we should see is an inversion of lit side/dark side and a central symmetry of the rendered planet.
So naively right after writing this I tried a color ...
In fact, the result we should see is an inversion of lit side/dark side and a central symmetry of the rendered planet.
So naively right after writing this I tried a color ...
- Fri Feb 19, 2016 10:42 pm
- Forum: Advanced Help
- Topic: Gouraud-like Shader Problem
- Replies: 4
- Views: 1911
Gouraud-like Shader Problem
Hello everyone !
I am developing a stellar system viewer and I have problems writing shaders to render light casted by the star on the planets (or moons or whatever are the celestial bodies involved, but I'll often say planets for convenience).
Currently planets are only colored spheres, so either ...
I am developing a stellar system viewer and I have problems writing shaders to render light casted by the star on the planets (or moons or whatever are the celestial bodies involved, but I'll often say planets for convenience).
Currently planets are only colored spheres, so either ...