I'm trying to calculate the vertex normals for a wave, but I'm getting a chequered effect instead of the desired smooth shading.
I'm not sure if I'm passing the correct vector into the calcNormal()
function or if something else is wrong.
Here is my wave code
Vector3 wave1(Sea::seaGrid[i][j].x, Sea::sinVals[k], Sea::seaGrid[i][j].z);
Vector3 wave2(Sea::seaGrid[i][j+1].x, Sea::sinVals[k], Sea::seaGrid[i][j+1].z);
Vector3 wave3(Sea::seaGrid[i+1][j+1].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j+1].z);
Vector3 wave4(Sea::seaGrid[i+1][j].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j].z);
Vector3 waveNorm1 = wave1.calcNormal(wave2);
Vector3 waveNorm2 = wave2.calcNormal(wave3);
Vector3 waveNorm3 = wave3.calcNormal(wave4);
Vector3 waveNorm4 = wave4.calcNormal(wave1);
//rest of wave
glBegin(GL_POLYGON);
glNormal3f(waveNorm1.x, waveNorm1.y, waveNorm1.z);glTexCoord2f(0.0, 1.0);glVertex3f(Sea::seaGrid[i][j].x, Sea::sinVals[k], Sea::seaGrid[i][j].z);
glNormal3f(waveNorm2.x, waveNorm2.y, waveNorm2.z);glTexCoord2f(0.0, 0.0);glVertex3f(Sea::seaGrid[i][j+1].x, Sea::sinVals[k], Sea::seaGrid[i][j+1].z);
glNormal3f(waveNorm3.x, waveNorm3.y, waveNorm3.z);glTexCoord2f(1.0, 0.0);glVertex3f(Sea::seaGrid[i+1][j+1].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j+1].z);
glNormal3f(waveNorm4.x, waveNorm4.y, waveNorm4.z);glTexCoord2f(1.0, 1.0);glVertex3f(Sea::seaGrid[i+1][j].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j].z);
glEnd();
This is the calcNormal()
function
Vector3& Vector3::calcNormal(const Vector3 &other){
Vector3 normal = crossProduct(*this, other);
//normalises vector
float vecLength = sqrt(pow(normal.x,2)+pow(normal.y,2)+pow(normal.z,2));// length();
normal.x = normal.x / vecLength;
normal.y = normal.y / vecLength;
normal.z = normal.z / vecLength;
return normal;
}
and this is the crossProduct()
function
Vector3 Vector3::crossProduct( const Vector3 &v1, const Vector3 &v2 )
{
Vector3 vCrossProduct;
vCrossProduct.x = v1.y * v2.z - v1.z * v2.y;
vCrossProduct.y = v1.z * v2.x - v1.x * v2.z;
vCrossProduct.z = v1.x * v2.y - v1.y * v2.x;
return vCrossProduct;
}
any ideas?
GL_QUADS
), or even better triangles (GL_TRIANGLES
). That way you can even wrap the whole wave mesh into a singleglBegin/glEnd
block and the transition to vertex arrays is also much easier. – Christian Rau