This is part 2 of 2 of a video lesson explaining the basics of lighting in OpenGL. This lesson is part of the free OpenGL tutorial at http://www.videotutorialsrock.com/ , where the code for the lesson can be found.
Watch it ,your professor will tell you don't use the built in OpenGL commands for shading but tell you to transform the Modelview matrix by the inverse transpose to make you life difficult. The professor will tell you this ofcourse 1.5 days from the due date.
wait what? to do my lighting I get the normal of a fragment, whats going on here? at a vertex it gets the average color of all the fragments its made of then becomes that color?
hi, nice lect.... pls can u tell how to make a hole in a polygon (like cuting a window on a wall...) i looked all over for it but diff. explanations that i do not undrstand???
You need to get two tangent by derivating the surface in two directions by two independent variable. Then take the cross product of the two tangent vector, which will make it perpendicular to the original surface and the two tangents. In case of a spehere and other special objects it could be as easy as connecting the origin of the sphere with the intersection point.
I would like to have you explain the relationship between the Normal and Vertex values, like how to calculate the normal of an object, how to calculate the vertex normal, when each are used, etc..
Thanks for the tutorial man! This helped me get started with a homework assignment I have in a graphics class on bezier surfaces
xxbondsxx 3 months ago in playlist More videos from mittrekkie
Watch it ,your professor will tell you don't use the built in OpenGL commands for shading but tell you to transform the Modelview matrix by the inverse transpose to make you life difficult. The professor will tell you this ofcourse 1.5 days from the due date.
EscapeNewJersey 1 year ago
wait what? to do my lighting I get the normal of a fragment, whats going on here? at a vertex it gets the average color of all the fragments its made of then becomes that color?
meming4 1 year ago
Normal and vectors... urg.
EmuAddict 1 year ago
Really great videos.
ComradeSlice 2 years ago
hi, nice lect.... pls can u tell how to make a hole in a polygon (like cuting a window on a wall...) i looked all over for it but diff. explanations that i do not undrstand???
thanks man.
idrisaloma 2 years ago
You need to get two tangent by derivating the surface in two directions by two independent variable. Then take the cross product of the two tangent vector, which will make it perpendicular to the original surface and the two tangents. In case of a spehere and other special objects it could be as easy as connecting the origin of the sphere with the intersection point.
GregoriusMagnus 2 years ago
don't blender game dev tools use opengl?
futur3artist8D 2 years ago 2
I would like to have you explain the relationship between the Normal and Vertex values, like how to calculate the normal of an object, how to calculate the vertex normal, when each are used, etc..
herbg3 3 years ago
Really cool!
hujinyong199 3 years ago