下面是我的结果的图片。
我正在使用平面阴影并将每个顶点放在它们可敬的三角形对象中。然后我使用这些顶点来计算表面法线。我一直在阅读,因为我的三角形共享相似的顶点,计算法线可能是一个问题?但对我来说,这看起来像是一个绕组问题,因为其他所有的都是关闭的。
我在下面提供了一些我的代码给任何想要查看它并更好地了解问题可能是什么的人。
Triangle currentTri = new Triangle();
int triPointIndex = 0;
List<Triangle> triList = new ArrayList<Triangle>()
GL11.glBegin(GL11.GL_TRIANGLE_STRIP);
int counter1 = 0;
float stripZ = 1.0f;
float randY;
for (float x=0.0f; x<20.0f; x+=2.0f) {
if (stripZ == 1.0f) {
stripZ = -1.0f;
} else { stripZ = 1.0f; }
randY = (Float) randYList.get(counter1);
counter1 += 1;
GL11.glVertex3f(x, randY, stripZ);
Vert currentVert = currentTri.triVerts[triPointIndex];
currentVert.x = x;
currentVert.y = randY;
currentVert.z = stripZ;
triPointIndex++;
System.out.println(triList);
Vector3f normal = new Vector3f();
float Ux = currentTri.triVerts[1].x - currentTri.triVerts[0].x;
float Uy = currentTri.triVerts[1].y - currentTri.triVerts[0].y;
float Uz = currentTri.triVerts[1].z - currentTri.triVerts[0].z;
float Vx = currentTri.triVerts[2].x - currentTri.triVerts[0].x;
float Vy = currentTri.triVerts[2].y - currentTri.triVerts[0].y;
float Vz = currentTri.triVerts[2].z - currentTri.triVerts[0].z;
normal.x = (Uy * Vz) - (Uz * Vy);
normal.y = (Uz * Vx) - (Ux * Vz);
normal.z = (Ux * Vy) - (Uy * Vx);
GL11.glNormal3f(normal.x, normal.y, normal.z);
if (triPointIndex == 3) {
triList.add(currentTri);
Triangle nextTri = new Triangle();
nextTri.triVerts[0] = currentTri.triVerts[1];
nextTri.triVerts[1] = currentTri.triVerts[2];
currentTri = nextTri;
triPointIndex = 2;
}
}
GL11.glEnd();