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  shooth shading problems  (Read 1280 times)
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Offline bigor

Senior Newbie





« Posted 2006-02-03 14:06:48 »

Can anyone provide a sample code which demonstrates smooth shading on polygonal 3d objects.
I have my 3d object class which contains lists of polygon groups. each polygongroup have color and material properties, and list of Polygon objects. Polygon object contains list of vertices (represented by my Point3d class). It also has normal vector. So now this is how I draw object:

init method:
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           gl.glShadeModel(GL.GL_SMOOTH);
            gl.glClearColor(0, 0, 0, 0);
            gl.glClearDepth(1);
            gl.glEnable(GL.GL_DEPTH_TEST);
            gl.glDepthFunc(GL.GL_LEQUAL);
            gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
            gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, lightAmbient);
            gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, lightDiffuse);
            gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, lightPosition);
            gl.glEnable(GL.GL_LIGHT1);
            gl.glColorMaterial(GL.GL_FRONT, GL.GL_DIFFUSE);
            gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE);




display method:
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        gl.glEnable(GL.GL_LIGHTING);
        gl.glEnable(GL.GL_COLOR_MATERIAL);
     
        for (PolygonGroup polygonGroup : polygonGroups)
        {
            gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, polygonGroup.getDiffuseColor());
            gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, polygonGroup.getSpecularColor());
            gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, polygonGroup.getShinines());
            for (Iterator<Polygon> iter = polygonGroup.getPolygons().iterator(); iter.hasNext();)
            {
                float[] color = polygonGroup.getDiffuseColor();
                Polygon polygon = iter.next();
                gl.glBegin(GL.GL_POLYGON);
                Vector3D n = Math3D.getNormal(polygon);
                gl.glNormal3d(n.x, n.y, n.z);
                gl.glColor4f(color[0], color[1], color[2], 1);
                Point3D[] p = polygon.getPoints();
                for (int i = 0; i < p.length; i++)
                {
                    gl.glVertex3d(p[i].x, p[i].y, p[i].z);
                }
                gl.glEnd();
            }
        }
       


and after that my object looks like this:



what's wrong with this code  Huh
Offline cylab

JGO Ninja


Medals: 55



« Reply #1 - Posted 2006-02-03 17:51:48 »

You have to specify normals for each vertex and you also have to make sure, that the vertices that specify the same point (the corners of your polygons) share the same normal.

Mathias - I Know What [you] Did Last Summer!
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