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AW: normal interpolation

AW: normal interpolation

2005-01-03       - By Guy Rabiller

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Reply:     1     2     3  


Well, if you are generating Geometry from within a Geometry Shader, then
it is your responsability to give the (interpolated) Normals as well.
--

guy rabiller | 3d technical director @ LaMaison



xsi@(protected) wrote:

>That cannot help. The geometry is generated inside a geometry shader so I
>cannot set the discontinuity in XSI.
>But maybe your second argument has something to do with the problem...
>
> --- Urspr�ngliche Nachricht ---
>Datum: 03.01.2005 13:35
>Von: XSI@(protected)
>An: <XSI@(protected)>
>Betreff: RE: normal interpolation
>
>
>
>>There's two possiblilities here. If you're lucky then the auto
>>
>>
>discontinuity
>
>
>>is set wrongly in the geometry approximation settings. I can never
>>
>>
>remember
>
>
>>which way this setting goes but set it either very high or very low and
>>
>>
>see
>
>
>>what happens.
>>If you're less lucky then polygons have all been generated with their
>>
>>
>own
>
>
>>set of vertices and there is no continuity possible between them. There
>>
>>
>are
>
>
>>some filter tools that should be able to merge vertices for you, maybe
>>someone else knows of them from memory?
>>
>>K.
>>
>>
>>
>>>-- --Original Message-- --
>>>From: owner-xsi@(protected)
>>>[mailto:owner-xsi@(protected)] On Behalf Of xsi@(protected)
>>>Sent: 03 January 2005 10:15
>>>To: xsi@(protected)
>>>Subject: normal interpolation
>>>
>>>I have a problem with the interpolation of the normals from a
>>>polygonal geometry generated with a geometry shader. The
>>>generated geometry looks like a polygon with a discontinuity
>>>of 0. How can I force mental ray to interpolate the normals?
>>>On the left side is the geometry shader (no instancing).
>>>
>>>
>>>


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