point_zero Posted April 13, 2005 Posted April 13, 2005 I'm having hard time with this thing.. so, the problem is as follows: - I've got a mesh loaded from an .x file, this mesh is a sphere, and also textured. Everything works just fine. - I've also got a directional light that illuminates everything just as it should. - The problem lies here, the larger I scale the mesh it begins to de-illuminate. For example, the XYZ scales are all 25, thus making the loaded mesh bigger in every direction.. but at the same time the light doesn't seem to have any effect to it. I've noticed that if I make the scale of the mesh smaller it begins to illuminate bit by bit until the scale reaches 1, and it's perfectly illuminated. So the problem is, why is the light not affecting the mesh when I scale it bigger, and how does one fix it? Please release me from this agony. Quote
point_zero Posted April 13, 2005 Author Posted April 13, 2005 Well it just seems that I have to solve all by my own. Quote
IngisKahn Posted April 13, 2005 Posted April 13, 2005 Well when you stretch out a texture it gets thin so you'll just have to make it thicker. Ok, I'm joking. Are you doing anything to the normals? Quote "Who is John Galt?"
point_zero Posted April 13, 2005 Author Posted April 13, 2005 The normals you say? I'm not doing anything with the normals, or atleast I don't know if I have done something with them that I haven't noticed. But wait.. _Should_ I do something with 'em? Quote
DrunkenHyena Posted April 19, 2005 Posted April 19, 2005 Transformations affect the normals, so you're scaling the normals as well. You can set a renderstate (NORMALIZE NORMALS) to fix it. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.