The shading is all pixelated on my objects. I'm using a dynamic light .. And it seems to work somewhat and then the shading just goes to huge blocks and my objects look like they're flat shaded instead of smooth.
Here's an image:
A snippit of code is like:
node1 = smgr->addAnimatedMeshSceneNode( mesh1 );
node1->setMaterialFlag(EMF_LIGHTING, true);
smgr->addLightSceneNode(0,vector3df(0,-10,-30),SColorf(1.0f, 1.0f, 1.0f, 1.0f), 600.0f);
And that's all im doing to the obect(s)....
I want shading, I dont want everything to be lit.
What is going on with my lighting.
I found out the problem is LithUnwrap and the way it saves all model formats. I loaded the "earth.x" model from one of the tuts and it looked fine .. So I loaded it into LithUnwrap and it looked fine still. I saved it as Earth2.x without changing anything and tried my program again and it looked like crap as pictured above.
In short: LithUnwrap is useless. The free version anyways.
Can anyone suggest any other texture mapping program that can also import formats and such? I've spent nearly a week trying to figure this out and it's a bit painful coming to this conclusion. Argh.
In short: LithUnwrap is useless. The free version anyways.
Can anyone suggest any other texture mapping program that can also import formats and such? I've spent nearly a week trying to figure this out and it's a bit painful coming to this conclusion. Argh.
http://www.unwrap3d.com/ is probably a good deal. It is what lithunwrap became. I'm told that it does a great job.
If it exists in the real world, it can be created in 3d
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram