Looks fun, right? It is pretty much something wrong with the vertexAttribPointer, so once that's fixed the other errors should clear up. Here is what gets displayed:
I spent all weekend trying to fix it. At least it's displaying now, that gives me a little hope :). I'm aiming to get it working in the next week or two.
On a side note, here is how I calculated the normals for the shading:
v1 = vec3.create(((x[vals[1]-1])-(x[vals[3]-1])),
((y[vals[1]-1])-(z[vals[3]-1])),
((z[vals[1]-1])-(z[vals[3]-1])));
v2 = vec3.create(((x[vals[2]-1])-(x[vals[3]-1])),
((y[vals[2]-1])-(z[vals[3]-1])),
((z[vals[2]-1])-(z[vals[3]-1])));
v1 = vec3.normalize(v1);
v2 = vec3.normalize(v2);
vector = vec3.cross(v1, v2);
rockVertexNormals.push(vector[0]);
rockVertexNormals.push(vector[1]);
rockVertexNormals.push(vector[2]);
-Vanessa
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