I've, the last month, been following tutorials on a various pages (learnopengl.com) amongst others.
I got to the lighting section (I created a loader to load meshes with Assimp first), my fragmentshader code is pretty much the same as the tutorials lighting ( learnopengl.com/basic_lighting).
Frag code:
#version 130
out vec4 outColor;
in vec3 fragPos;
in vec3 normal;
in vec2 texcoord;
uniform sampler2D tex;
uniform vec3 lightPos;
uniform vec3 lightColor;
void main(){
float ambientStrength = 0.1f;
vec3 ambient = ambientStrength * lightColor;
//Diffuse
vec3 norm = normalize(normal);
vec3 lightDir = normalize(lightPos - fragPos);
float diff = max(dot(norm, lightDir), 0.0f);
vec3 diffuse = diff * lightColor;
float objectColor = 0.5f;
//texture(tex, texcoord)
vec3 result = (ambient + diffuse) * objectColor;
outColor = vec4(result, 1.0f);
}
When, for example, lighting a plane it gives me these results:

When I'm not lighting the plane it's plain grey.
Here's the .obj file or the plane:
Blender v2.69 (sub 0) OBJ File: 'plane.blend'
# www.blender.org
mtllib plane.mtl
o Plane
v 10.000000 0.000000 10.000000
v -10.000000 0.000000 10.000000
v 10.000000 0.000000 -10.000000
v -10.000000 0.000000 -10.000000
vn 0.000000 1.000000 0.000000
usemtl None
s off
f 2//1 1//1 3//1
f 4//1 2//1 3//1
It get's imported correctly, every vertex normal is { 0, 1, 0} and the indices are also correct.
When searching for things like "OpenGL light disortions" or just "OpenGL lighting" I can't find anything like this. So I really have no idea what's wrong.
Oh yeah, I use openGL 3.3, and I have an integrated intel GPU. CPU is intel core i3-2367M in case there is a problem with the hardware.
Thank you for your time :D
EDIT:
So I just tried to show the color of my normals on the plane, they should be solid green but they are this abomination:

I'll also dump my vertexshadercode in here:
#version 130
in vec3 position;
in vec3 normal;
in vec2 texCoord;
out vec3 fragPos;
out vec3 Normal;
out vec2 texcoord;
uniform mat4 transform;
uniform mat4 view;
uniform mat4 projection;
void main(){
texcoord = texCoord;
Normal = normal;
fragPos = vec3(transform * vec4(position, 1.0f));
gl_Position = projection * view * transform * vec4(position, 1.0);
}
Here's how I set up my mesh:
void mesh::bindVertices(){
glBindVertexArray(vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0); // Position
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, normal)); //Normal
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texCoord)); //Texcoord
glBindVertexArray(0);
}
Vertex.h
#ifndef VERTEX_H
#define VERTEX_H
#include <vector>
#include <glm/glm.hpp>
class Vertex
{
public:
Vertex(){
position = glm::vec3(0.0f, 0.0f, 0.0f);
normal = glm::vec3(0.0f, 0.0f, 0.0f);
texCoord = glm::vec2(0.0f, 0.0f);
};
Vertex(glm::vec3 pos, glm::vec3 nor, glm::vec2 tex){
setUpVertex(pos, nor, tex);
};
~Vertex(){}
void setUpVertex(glm::vec3 pos, glm::vec3 nor, glm::vec2 tex){
this->position = pos;
this->normal = nor;
this->texCoord = tex;
};
void print(){
std::cout << "Position: { " << position.x << ", " << position.y << ", " << position.z << " }\n";
std::cout << "Normals: { " << normal.x << ", " << normal.y << ", " << normal.z << " }\n";
std::cout << "Texture Coordinates: { " << texCoord.x << ", " << texCoord.y << " }" << std::endl;
}
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
protected:
private:
};
#endif // VERTEX_H
The print function is there for debugging, and it outputs the correct values, so I really have no idea what is going on.
One thing that is not a problem is loading in the model is what I've managed to gather and the normals are behaving very strangley.