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Lighting issue with scaled meshes

Posted: Mon Jan 31, 2005 3:30 am
by LouMan
Does anyone know why I am having lighting issues with a custom mesh, scaled larger? A tank shot fired lengthwise across the top or side of the scaled mesh will not be reflected correctly - only on the corners. I have noticed that the problem is not apparent with object (face) sizes <= 10 m.

Attached is a simple, scaled cube mesh I have created that has this problem (note that I have offset the vertex indices by 1 because of my 3D modeler's output format - this is not the problem).

Please help!

Posted: Mon Jan 31, 2005 3:57 am
by trepan
OpenGL calculates the lighting components at the vertices, and
interpolates for pixels in between them. Mesh faces are not currently
tesselated to improve the lighting effect.

Posted: Mon Jan 31, 2005 11:47 am
by LouMan
Am I to understand that this problem cannot be corrected at this time :( ? Thanks for your help - it is really appreciated!

Posted: Mon Jan 31, 2005 11:52 am
by trepan
You can improve your situation by making your own
tessellation. If you have a really large face for which
you wish to improve the lighting, you can break it
into smaller faces in the map.

Improved lighting may be available in future client
releases. A protocol change is not required to make
this modification.