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  Phong Shading giving a black line  (Read 1766 times)
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Offline orange451

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« Reply #30 - Posted 2014-07-02 09:15:52 »

My only "advice" is to look in to how you create your diffuse variable in the shader. You are doing something incorrect when calculating it. It appears as though all the vertices/normals are being passed in properly.

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Offline Slyth2727
« Reply #31 - Posted 2014-07-06 21:27:14 »

Think of it in a mathematical sense, not from a coding perspective. Step through all the different mathematical operations and make sure that they make sense. If you don't know what one line does, figure it out. This will make sure that you know exactly what's going on and you will start to see where stuff could go wrong.

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Offline Spacebeans

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« Reply #32 - Posted 2014-07-07 06:14:43 »

Think of it in a mathematical sense, not from a coding perspective. Step through all the different mathematical operations and make sure that they make sense. If you don't know what one line does, figure it out. This will make sure that you know exactly what's going on and you will start to see where stuff could go wrong.

I know most about what it does (Normals, Vectors, and Interpolation), but not all of it. I've looked this code over plenty of times, and it should be working... I've tried everything I could think of...

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Offline thedanisaur

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« Reply #33 - Posted 2014-07-08 21:40:44 »

It's been a while since I've written a Phong shader, but I'm curious what happens if you change the light color from 100, 100, 100, to 1.0, 1.0, 1.0

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Offline Spacebeans

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Bye everyone!


« Reply #34 - Posted 2014-07-10 00:29:52 »

change the light color from 100, 100, 100, to 1.0, 1.0, 1.0

I tried that a while ago, It just gave me the same result, but the black-face just faded out slower during movement than before.

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