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1  Java Game APIs & Engines / OpenGL Development / Re: Mesh loader and normal discontinuity on: 2003-05-27 11:30:50
Thanks Bleb,

I tried what I was suggesting and the results are very promising.  The loader just calculates the per vertex normal as it is loading the mesh.

The result is certainly smooth enough for the engine I am writing.

Now for some texturing....
2  Java Game APIs & Engines / OpenGL Development / Re: Mesh loader and normal discontinuity on: 2003-05-27 04:38:39
I suppose I could:

1) walk the triangle array indexing each vertex according to the triangles that contain that point.

2) Accumulate the indexes to the normals for each attached triangle for every vertex.

3) Acquire an average normal by adding each x,y,z component from the adjacent triangle normals and dividing each component total by the number of normals.

avNormal.x = (adjNormal1.x + adjNormal2.x + adjNormal3.x) / 3.0f;

avNormal.y = (adjNormal1.y + adjNormal2.y + adjNormal3.y) / 3.0f;

avNormal.z = (adjNormal1.z + adjNormal2.z + adjNormal3.z) / 3.0f;

Is it that easy?  Or is there some funky vector math that I should use to average a set of normals?

Pixel  :-/
3  Java Game APIs & Engines / OpenGL Development / Re: Mesh loader and normal discontinuity on: 2003-05-27 04:30:50
Thanks Mojomonkey,

Does anyone have sample code to calculate per vertex normals?

Once I have them, do I just call gl.normal3f() just before gl.vertex3f()?

My Mesh object contains (amongst other things)

1) a Vertex [] of vertices
2) a Vertex [] of normals for each triangle
3) a Triangle [] where each triangle lists the index of each point and an index for the normal for the triangle

Pixel
4  Java Game APIs & Engines / OpenGL Development / Mesh loader and normal discontinuity on: 2003-05-27 00:35:34
Hi,

I have written a mesh loader for MS DirectX .x files (just the mesh components for now, no textures, animation) and can display the loaded mesh using lwjgl drawing triangles and setting normals etc.

The problem is that when I specify a gl.normal3f() for each triangle (at a right angle to the triangle), the faces are predictably heavily faceted under lighting (like a crystal).

Does anyone have any recommendations for how I can display a poly model consisting of triangles so that the surface is smooth rather than heavily faceted (like a crystal)

I am happy to share the mesh loader on this forum when it is finished

Pixel  Wink

Edit:

Having a look around, it seems that I will need to specify per vertex normals which are averaged between normals for each face.

Additionally, the gl.enable(gl.NORMALIZE) call seems to be important in rendering with Gouraud shading.

Does anyone have any working examples or links to an applicable tutorial (C or C++ is fine) for per vertex normal calculation and OpenGL rendering of triangle meshes with Gouraud shading?

Pixel
5  Java Game APIs & Engines / OpenGL Development / Re: LWJGL == Most impressive on: 2003-05-19 23:42:52
Yes, I think it is impressive  Tongue
6  Java Game APIs & Engines / OpenGL Development / LWJGL == Most impressive on: 2003-05-19 14:04:28
Hello,

I am evaluating LWJGL 0.6 and going through the NeHe tutorials at the same time.

A few positive comments I have regarding this impressive product:

1) LWJGL kicks DirectX's butt!
2) Its darn fast, both in render speed and time to develop.
3) The implementation of OpenGL 1.4 is very clean and easy to use.
4) Rolling sound with OpenAL == v.smart
5) Its the cleanest Java game library I have used to date.
6) Why did I ever bother with Java3D?  Why did I ever complemplate wrapping DirectX8 for Java?

Cas (and contributors)

Thanks for such a cool product and your continued contributions,

Game on,

Pixel
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