Okay, I’m using a quadradic formula to create several basic geometric primitives (sphere, cone, cylinder). So, let’s say I have the following function:
QuadradicCylinder(float radius, float height, float u, float v, float *out);
I have some code that loops through u and v (which lie in the range of 0.0 - 1.0, and get the quads representing those points, and output them on the screen. Works great.
But, here is the problem. I went to add shading to the primitives and I can’t get smooth shading to work. I got flat shading to work, by taking the first, three vertexes of a quad and finding the cross product, and using that normal (normalizing it via OpenGL’s built-in commands). But how do I get smooth shading to work?
I thought, if I took three points arount each u,v point, and then gave OpenGL a slightly different normal vector for each point, it would smooth them out, and it does…sortof. What I’m getting is a weird cross-hatching that is bright at the edges of each quad, but then gets dark in the center. Any ideas? I know my OpenGL code is working fine, because if I call glutSolidSphere, it renders perfect!
tbc++