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AppGameKit Classic Chat / [bug] 2.0.18 SetObjectCullMode(,0) and shader light.

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Preben
AGK Studio Developer
20
Years of Service
User Offline
Joined: 30th Jun 2004
Location:
Posted: 18th Mar 2016 10:57
When using SetObjectCullMode(,0) and backfaces is displayed, the shader do not invert the normals , so light do not work ( or is inverted ).

I know i could use double sided planes but i need as few polygons as possible.

its for a realtime generation of billboards. if you look at the screenshot you can see that the billboard version of the object has inverted light ( when backface is facing camera ).
if you look at the realtime generated billboard you see that the textures i generate for the billboard objects has a merged texture from different angles of the same object baked into one texture. So the billboard must have the same rotation as the original object to reflect it correctly. ( i cant just let it face the camera ).



best regards Preben Eriksen,

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Paul Johnston
TGC Developer
21
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 21st Mar 2016 14:34
Unfortunately this is complicated by the fact that most of the lighting is done in the vertex shader, and the vertex shader can't know whether it is part of a forward facing or backward facing polygon. For example, looking at a sphere, a vertex on the very edge could be part of both forward and backward facing polygons. So the only solution in this case would be to have multiple polygons.

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