我只引用<代码>gl.cullFace(gl.FRONT),来回过地貌。 我注意到,这些表面的光线与我所期望的相反。 为了纠正这种情况,我是否必须明确扭转表面正常状态的方向,或者开放式GL子系统是否自动这样做?
EDIT:如果我以人工方式改变其正常状态,他们就会成为前线,并将被 c。
我只引用<代码>gl.cullFace(gl.FRONT),来回过地貌。 我注意到,这些表面的光线与我所期望的相反。 为了纠正这种情况,我是否必须明确扭转表面正常状态的方向,或者开放式GL子系统是否自动这样做?
EDIT:如果我以人工方式改变其正常状态,他们就会成为前线,并将被 c。
开放式GL前线/后发现是基于风化而不是正常的。 正常病媒对多角是否被视为前线或后方不会有任何影响。
我认为,你想要做的是制定<条码>。 www.opengl.org/sdk/docs/man/xhtml/glLightModel.xml” rel=“noreferer”
GL_Lright_MODEL_TWO_SIDE
params is a single integer or floating-point value that specifies whether one- or two-sided lighting calculations are done for polygons. It has no effect on the lighting calculations for points, lines, or bitmaps. If params is 0 (or 0.0), one-sided lighting is specified, and only the front material parameters are used in the lighting equation. Otherwise, two-sided lighting is specified. In this case, vertices of back-facing polygons are lighted using the back material parameters and have their normals reversed before the lighting equation is evaluated. Vertices of front-facing polygons are always lighted using the front material parameters, with no change to their normals. The initial value is 0.
请注意,这只适用于固定管道。
= ==EDIT=====
然后,使用习惯螺旋(GLES2.0或开放式GL3+),在碎块中,你可以接触到特别的风气gl_FrontFacing
。 在<代码>gl_FrontFacing<>/code>的斜体测试中添加两条旁边照明,如果<代码>false,则通常采用负数。
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