My question mights sound quite newbish and possibly is due to my lack of knowledge of correctly setting up the irrlicht engine, but I tried to get my example program rendering correctly for over 2 weeks now.
My basis is the "01 Hello World" example from the Irrlicht package.
I changed the file to be loaded from "sydney.md2" to the earth.x file included in the media directory.
In addition I turned on lighting and placed a light in the scene by using
Code: Select all
ISceneNode* light = smgr->addLightSceneNode(NULL, vector3df(5,5,-2),SColor(0,255,255,255));
node->setMaterialFlag(EMF_LIGHTING, true);
node->setMaterialFlag(EMF_GOURAUD_SHADING, true);
node->setMaterialFlag(EMF_BACK_FACE_CULLING, true);
When I now render the scene the rendering is far from smooth at the edge where the light-side meets the shadow-side of the earth sphere. The triangle structure of the mesh can be clearly seen through the shading.
Have a look at the following image to see what I mean:
http://www.silvercoin-gamedev.de/images ... tearth.jpg
How can I avoid these "ugly" shadowed edges and get a smooth gradient from light to dark side? This question basically relates to " How to do it with Irrlicht" and not in general. Is there something that has to be taken care of when generating the model files in the modeler apart from generating normals? I used different formats ranging from 3ds,x to my3d and ms3d, so it is not a problem of the file format.
Thanks for any help
Silbermünze