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(3D) What Are Normalos and how are they used?
Posted: Fri Mar 24, 2006 12:43 pm
by Vallan
I'd try a little bit with Ogre and now I want to use Light and Shadow.
I did try it with a sample cube and found out that I have to set the "Normalos". Now is my question:
How can I use normalos,
and how do I calculate them,
and before everything What are normalos?
Re: (3D) What Are Normalos and how are they used?
Posted: Fri Mar 24, 2006 12:49 pm
by traumatic
Posted: Sun Mar 26, 2006 10:08 am
by Vallan
Thanks, I hope it helps.
Posted: Tue Mar 28, 2006 8:07 pm
by Vallan

This did explain almost all. But how do I calculate the cross product in PB?
Posted: Tue Mar 28, 2006 8:40 pm
by Comtois
Posted: Wed Mar 29, 2006 6:04 am
by traumatic
Vallan wrote:
This did explain almost all. But how do I calculate the cross product in PB?
Just like the article says
For example:
Code: Select all
Structure VECTOR3
x.f
y.f
z.f
EndStructure
Procedure VectorCross(*out.VECTOR3, *v1.VECTOR3, *v2.VECTOR3)
*out\x = (*v1\y * *v2\z) - (*v1\z * *v2\y)
*out\y = (*v1\z * *v2\x) - (*v1\x * *v2\z)
*out\z = (*v1\x * *v2\y) - (*v1\y * *v2\x)
ProcedureReturn *out
EndProcedure