Btw, i'm not using the normal that is directly available from a
face(mesh->faceL[i].normal) could that be related to my problem?
Thanks in advance,
Hylke

On 10/10/07, Hylke Donker <[EMAIL PROTECTED]> wrote:
>
> Hi,
> I'm having some problems rendering a model when I use normals and add
> lighting while using VBO's. When I turn off lighting I can see my model(I
> see a white circle, and my model is a barrel). But when I enable lighting my
> screen turns to black.
> Here's my code(shortent) that loads the normals to a buffer and passes it
> to OpenGL:
> -- Begin Code --
> m_normals = new GLfloat[m_NumFaces * NORMALS_PER_FACE * 3];
> unsigned int cur_face = 0;
> for(Lib3dsMesh * mesh = m_l3ds_file->meshes; mesh != NULL;
> mesh=mesh->next)
> {
> Lib3dsVector * normals = new Lib3dsVector[mesh->faces *
> VERTICES_PER_FACE];
> lib3ds_mesh_calculate_normals(mesh, normals);
> // [..]
> for(unsigned int i = 0; i < mesh->faces; i++)
> {
> // [..]
> for(unsigned int j = 0;j < 3;j++)
> {
> // [..]
> memcpy(&m_normals[(cur_face * NORMALS_PER_FACE + j) * 3],
> normals[i*NORMALS_PER_FACE + j], sizeof(GLfloat)*3);
> }
> cur_face++;
> }
> }
>
> // [..]
>
> glGenBuffers(1, &vbo_normals);
> glBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
> glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * model->m_NumFaces *
> NORMALS_PER_FACE * 3, model->m_normals, GL_STATIC_DRAW);
>
> glEnableClientState( GL_NORMAL_ARRAY );
> [..]
> glBindBuffer(GL_ARRAY_BUFFER, vbo_normals);
> glNormalPointer(GL_FLOAT, 0, NULL);
>
> glDrawArrays(GL_TRIANGLES, 0, model->m_NumFaces*VERTICES_PER_FACE);
> [..]
> glDisableClientState( GL_NORMAL_ARRAY );
> -- End Code --
>
> Does anyone know why I am not seeing anything? I just can't figure it out.
>
> Thanks in advance,
> Hylke
>
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