Hey all,
So i am generating a half sphere that slants upwards.
I use the following code
for (ph=0;ph<90;ph+=d)
{
glBegin(GL_QUAD_STRIP);
for (th=180;th<=360;th+=180)
{
glVertex3d(Sin(th)*Cos(ph) + 0.1, Sin(ph) + 0.1, Cos(th)*Cos(ph));
glVertex3d(1.1 * Sin(th)*Cos(ph) + 0.1, 1.2 * Sin(ph) + 0.16, Cos(th)*Cos(ph) * 1.4);
glVertex3d(Sin(th)*Cos(ph + d) + 0.1 , Sin(ph + d) + 0.1 , Cos(th)*Cos(ph + d));
glVertex3d(1.1 * Sin(th)*Cos(ph + d) + 0.1 , 1.2 * Sin(ph + d) + 0.16 , Cos(th)*Cos(ph + d) * 1.4);
}
glEnd();
}
How would i derive proper normal vectors for the vertices of this shape such that it would make the surface appear curved? I understand how it works for a normal sphere but not sure how it works in my curved situation
Thanks!