int i, j, istep, jstep, iend, jend;
float temp;
- istep = jstep = 10; /* Detail level 1 -- 1200 ... */
+ istep = jstep = 1; /* Detail level 1 -- 1200 ... */
mesh = glGenLists(1);
glNewList(mesh, GL_COMPILE);
z22 = 0.03 * m->mesh_data[(j+jstep) * m->rows + (i+istep)];
v1[0] = x2 - x1; v1[1] = 0; v1[2] = z21 - z11;
- v2[0] = x2 - x1; v2[1] = y2 - y1; v2[2] = z22 - z11;
+ v2[0] = 0; v2[1] = y2 - y1; v2[2] = z12 - z11;
mat3_cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
+ glNormal3fv(normal);
if ( j == 0 ) {
/* first time through */
- glNormal3fv(normal);
glVertex3f(x1, y1, z11);
glVertex3f(x1, y2, z12);
- } else {
- glNormal3fv(normal);
}
glVertex3f(x2, y1, z21);
- v1[0] = x2 - x1; v1[1] = y2 - y1; v1[2] = z22 - z11;
- v2[0] = 0; v2[1] = y2 - y1; v2[2] = z12 - z11;
+ v1[0] = x2 - x1; v1[1] = y1 - y2; v1[2] = z21 - z12;
+ v2[0] = x2 - x1; v2[1] = 0; v2[2] = z22 - z12;
mat3_cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
glNormal3fv(normal);
/* $Log$
-/* Revision 1.4 1997/05/23 20:05:24 curt
-/* First stab at using GL_TRIANGLE_STRIP's instead of GL_POLYGONS (to conserve
-/* memory)
+/* Revision 1.5 1997/05/24 01:45:32 curt
+/* Fixed surface normals for triangle mesh.
/*
+ * Revision 1.4 1997/05/23 20:05:24 curt
+ * First stab at using GL_TRIANGLE_STRIP's instead of GL_POLYGONS (to conserve
+ * memory)
+ *
* Revision 1.3 1997/05/23 15:40:26 curt
* Added GNU copyright headers.
* Fog now works!