Comments (4)
@otmanesabir, thank you so much your wish to help. I have created an issue #35 as a feture request / enhancement, where we can discuss flipping normals.
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Hi @ereator
Thank you for raising the issue 👍
Apologies for the delayed response. I somehow never received a notif for this.
Seems like a case where the normal should be flipped. I will have a look at this and fix it ASAP.
Could you maybe assign me this issue here on GitHub?
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Hi @otmanesabir
Thanks for the answer. Meanwhile I have fixed the bug.
I believe there was a typo: When substract B from A, we need to invert the normals all the time only for B and never for A. So I just moved lines 297 - 300 to the second part of the condition checking - just after the line 304.
I also done a small code simplification.
Next, I plan to get rid of the dummy primitive by introducing a method void IPrim::flipNormal(void)
.
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thank you for taking it on and fixing it in the commit! it looks good to me :)
Meanwhile, I'd like to take on adding the mentioned method if possible - I can open a PR for it the upcoming weekend as it should be quite straightforward :)
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Related Issues (13)
- demos link error HOT 2
- lack of build guide HOT 1
- CSG Nested Difference Operation Bug HOT 1
- These variables are \cos of the respective angles, so the code would need to be :
- flipNormal() HOT 4
- Get rid of CPrimDummy class
- Create a simpler constructor for CSolidQuad HOT 4
- Add reading/saving shaders from/to .mtl files HOT 7
- [FEATURE REQUEST] Procedural textures
- [FEATURE REQUEST] Background image of a scene
- [FEATURE REQUEST] Shadow shader
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