On 10/14/07, Miles Bader <[EMAIL PROTECTED]> wrote:
>
> Maybe this is a silly question, but have you tried inverting the normals
> from 3ds (i.e., negating all components)?
Not yet.
But that also didn't seem to work, but is it really only negating the
components? Because I used this function:
-- Begin Code --
void Render3DS::InvertNormals(float normals[], int n)
{
for(unsigned int i = 0; i < n;i++)
normals[i] = - normals[i];
}
-- End Code --
Also, I've noticed something else, that was rather strange: The following
code:
-- Begin Code --
lib3ds_file_bounding_box_of_nodes(m_l3ds_file, LIB3DS_TRUE,
LIB3DS_FALSE, LIB3DS_FALSE, min, max);
#ifdef DEBUG
std::cout << "min = (" << min[0] << ", " << min[1] << ", " << min[2] <<
")" << std::endl;
std::cout << "max = (" << max[0] << ", " << max[1] << ", " << max[2] <<
")" << std::endl;
#endif
-- End Code --
Produced the following output:
-- Begin Output --
min = (3.40282e+38, 3.40282e+38, 3.40282e+38)
max = (1.17549e-38, 1.17549e-38, 1.17549e-38)
-- End Output --
Which pretty much equals to (0.0, 0.0, 0.0)
Could this be related to my problem?
Thanks in advance,
Hylke
Maybe there's some
> disagreement on handedness somewhere...
>
> -Miles
> --
> My books focus on timeless truths. -- Donald Knuth
>
>
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