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  LWJGL Light  (Read 434 times)
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Offline Seiya02

Senior Member


Medals: 1
Projects: 3



« Posted 2013-09-13 21:39:52 »

Hey, i got some problems with Light :/

here the OpenGL3D init Code:
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GL11.glLightModeli(GL11.GL_LIGHT_MODEL_LOCAL_VIEWER, GL11.GL_TRUE);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_LIGHT0);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);


here the render Code:
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GL11.glPushMatrix();
GL11.glTranslatef(0, 0, -5);
GL11.glRotatef(45, 1, 0, 0);
GL11.glPushMatrix();
GL11.glTranslatef(2, 0, 0);
GL11.glRotatef(rot, 0, 1, 0);
VBOStore.get("test").draw();
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glTranslatef(-2, 0, 0);
GL11.glRotatef(rot, 0, 1, 0);
GL11.glScalef(0.5f, 0.5f, 0.5f);
VBOStore.get("test").draw();
GL11.glPopMatrix();
GL11.glPopMatrix();

(it just draws the same model 2 times in different height/width/length)

and here the image:



Why don't both models get affected by the light in the same way? :/
Offline Seiya02

Senior Member


Medals: 1
Projects: 3



« Reply #1 - Posted 2013-09-14 10:54:09 »

The Smaller Model is much brighter than the normal model, any idea why?
Offline Seiya02

Senior Member


Medals: 1
Projects: 3



« Reply #2 - Posted 2013-09-14 11:11:44 »

Okay, found the problem: When using GL11.glScalef(0.5f,0.5f,0.5f); it makes the normals in the model longer (i don't actually know why, it should make them shorter too, no?) and if the normal doesn't have the length of 1 the light changes. Longer normal -> brighter face, shorter normal-> darker face. how can i get arround that?
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Offline Seiya02

Senior Member


Medals: 1
Projects: 3



« Reply #3 - Posted 2013-09-14 11:20:19 »

Added GL11.glEnable(GL11.GL_NORMALIZE); to the init code, working now Cheesy
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