@bob97086 wrote:
I have a mesh with vertices representing a nearly flat heightfield. For test purposes the field has one significant lump. The mesh was built with an intrinsic color defined. For reasons I won’t explain, I want the orthographic projection. All this done in setup():
void ofApp::setup(){
ofSetFrameRate(64);
cam.removeAllInteractions();
cam.enableOrtho();
cam.setNearClip(-1000000);
cam.setFarClip(1000000);
cam.setVFlip(true);
cam.rotateDeg(-30, { 1, 0, 0 });buildFlatMesh(mesh, nVerticesX, nVerticesY, nSkip, initZ, darkSeaGreen); // Modify vertices: extract z-values, apply changes, put back getVertexZValues(mesh, z, nVertices); // Impulse parameters: pulse struct, x0, y0, sigma, peakZ, expParam) defineImpulseGauss(gPulse, nVerticesX / 2, nVerticesY / 2, 12, 300, 4.); applyImpulseGauss(z, nVerticesX, nVerticesY, gPulse); setVertexZValues(mesh, z, nVertices); // Put new z-values back into mesh vertices setNormals(mesh); /* ofEnableLighting(); light.enable(); light.setDirectional(); light.setOrientation(ofVec3f(45.0, 45.0, 0.0)); */
}
(Pardon the messy layout, still learning "Create a new Topic.)
At this point, all looks good. Check out this wire frame image:
Now I want to illuminate the field with a directional source hoping to brighten the “sunny” side and cast a shadow on the dark side. I enable the short section starting with ofEnableLighting() with the hope of nicely lit lump. But I get this:
I suspect several issues beyond my current understanding:
- How light color (not defined in my case) interacts with mesh color
- How the presence or lack of a material affects scene (but I like the sea green mesh color)
- I probably have the directionality wrong since the bright side of the lump is a surprise.
I’ll be thankful for comments
.
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