Models with strange lighting behaviour

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Isometric God
Posts: 69
Joined: Sun Oct 12, 2003 3:42 pm
Location: Germany

Models with strange lighting behaviour

Post by Isometric God »

Hey,
I modelled a couple of meshes for a mini-golf simulation and load them using smgr->getMesh(path.c_str()); smgr->addAnimatedMeshSceneNode(..); node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
The models look quite alright in blender with the normals on the outside etc.. but in Irrlicht the hole mesh looks like the light source was to the far left ( I put a light in every direction at infinite distance to achieve equal illumination ). The slope mesh looks alright. The problem does not apear if I switch "Set Smooth" off in Blender. The meshes are exported as Wavefront OBJ.


Image

http://home.in.tum.de/~dummerm/download/slope.obj

http://home.in.tum.de/~dummerm/download/hole.obj

Thanks
Guest

Post by Guest »

well I would have something to do with smoothing groups but you say you tested that? (I'm a maxer not a blender-er).

btw judging from the FPS and the visible polys I can see on the round piece - it looks way too high poly for a game imo. Should be able to get away with at least half of those sections on the round part and still look good (with a good texture and smoothing)
Isometric God
Posts: 69
Joined: Sun Oct 12, 2003 3:42 pm
Location: Germany

Post by Isometric God »

the poly has ~1400 faces, which is probably too much. Good, that Irrlicht supports LOD. The framerate would be much higher though, but is locked to 60 FPS :-).
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