Hi I’m trying to create a mesh of Bezier surface using 16 control points. They are specified in an order like:
P1 P2 P3 P4
P5 P6 P7 P8
row is the z axis, col represent x axis
when I created it using glMap2f and glEvalMesh, weirdly, it seems all the normals been the different direction as I expected, the other side of surface is bright and correcly shaded, and the surface that supposed to be light doesn’t have any light effect at all. I am sure that my lighting is correct cuz I tested using polygon.
I think it get something to do with the order I specified all the control points…
and also, is there anyway to reverse the normals?
The most weird thing is that in my windows machine, it display all well with both side shaded… and come to this problem when I switched to linux…