Lighting issue with scaled meshes

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LouMan
Chief Sgt. of Cartography
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Lighting issue with scaled meshes

Post 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!
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Box.bzw
Simple box mesh with scaling
(826 Bytes) Downloaded 366 times
trepan
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Post 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.
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LouMan
Chief Sgt. of Cartography
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Posts: 338
Joined: Mon Jan 31, 2005 3:05 am
Location: Michigan, USA

Post by LouMan »

Am I to understand that this problem cannot be corrected at this time :( ? Thanks for your help - it is really appreciated!
trepan
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Post 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.
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