Search found 2 matches
- Wed May 18, 2016 2:01 pm
- Forum: Beginners Help
- Topic: Lighting a surface flipped (inverted) cube
- Replies: 3
- Views: 571
Re: Lighting a surface flipped (inverted) cube
Ah, I see - so the quantity and directionality of the light on a surface are calculated from its normals? Does this mean that if I were to render both sides of a surface, not only would I need to disable back side culling but I'd also need to add a normal to the reverse surface so it would receive l...
- Tue May 17, 2016 10:38 pm
- Forum: Beginners Help
- Topic: Lighting a surface flipped (inverted) cube
- Replies: 3
- Views: 571
Lighting a surface flipped (inverted) cube
Hi! Sorry if this is a dupe, I was pretty unsure on how to word it for Google so I've come up with nada. I have a cube which I want to use as a room, so I have the following code: scene::IMeshSceneNode *room = smgr->addCubeSceneNode(15.0f, 0, IDFlag_IsSolid, core::vector3df(10,160,30), core::vecto...