So one time i go to left to right and after to right to left.
I use some polyline for my coordinate ( a vector called waveForms )
My problem is when i render my mesh, i obtain a totally white 3d, without any shadow ( i added a light , and the brightness of my mesh change when i move my easycam, so the light affect the mesh ). But i got any relief…
What i miss for obtain a shadowed mesh ?
ok thanks.
So i added normal, i placed it on the middle of hypothenus of my vertices triangles ( center of my face )
But i obtain something strange, like if i had both mesh, one shadowed and other bright, covering one by other , depend of angle i look my mesh.
Do you see where is my problem ?
for(int i=0;i<waveForms.size()-1;i++){
// if odd, go to left to right
if(i%2==0){
for(int j=0;j<waveForms[i].size();j++){
ofVec3f vec0(waveForms[i][j].x,waveForms[i][j].y,i*20);
ofVec3f vec1(waveForms[i+1][j].x,waveForms[i+1][j].y,(i+1)*20);
ofVec3f vec2(waveForms[i][j+1].x,waveForms[i][j+1].y,i*20);
ofVec3f vecN((vec1+vec2)/2);
plan.addVertex(vec0);
plan.addColor(couleur);
plan.addNormal(vecN);
plan.addVertex(vec1);
plan.addColor(couleur);
plan.addNormal(vecN);
}
// if even go to right to left
}else {
for(int j=waveForms[i].size()-1;j>0;j--){
ofVec3f vec0(waveForms[i][j].x,waveForms[i][j].y,i*20);
ofVec3f vec1(waveForms[i+1][j].x,waveForms[i+1][j].y,(i+1)*20);
ofVec3f vec2(waveForms[i][j-1].x,waveForms[i][j-1].y,i*20);
ofVec3f vecN((vec1+vec2)/2);
plan.addVertex(vec0);
plan.addNormal(vecN);
plan.addColor(couleur);
plan.addVertex(vec1);
plan.addNormal(vecN);
plan.addColor(couleur);
}
}
}
So it’s working.
I tried first to use glEnable(GL_NORMALIZE), but the result is not very pretty.
Finally by using a getPerpendicular of ofVec3, i obtained working normal.