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	<title>Comments on: 11. OpenGL Lighting</title>
	<atom:link href="http://www.swiftless.com/tutorials/opengl/lighting.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.swiftless.com/tutorials/opengl/lighting.html</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
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		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/lighting.html/comment-page-1#comment-1633</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Sat, 30 Apr 2011 04:40:30 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=159#comment-1633</guid>
		<description>Hi Fiona, 

That is because glutSolidCube also includes the normals associated with the faces. In order to get lighting to work on standard GL_QUADS, GL_TRIANGLES, etc, you need to assign a normal to either each vertex or each face, so that the lighting algorithm has something to compare the light to the surface.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Fiona, </p>
<p>That is because glutSolidCube also includes the normals associated with the faces. In order to get lighting to work on standard GL_QUADS, GL_TRIANGLES, etc, you need to assign a normal to either each vertex or each face, so that the lighting algorithm has something to compare the light to the surface.</p>
<p>Cheers,<br />
Swiftless</p>
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	<item>
		<title>By: Fiona</title>
		<link>http://www.swiftless.com/tutorials/opengl/lighting.html/comment-page-1#comment-1632</link>
		<dc:creator>Fiona</dc:creator>
		<pubDate>Fri, 29 Apr 2011 14:48:08 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=159#comment-1632</guid>
		<description>Hi, the lighting works fine if I use primitive 3D objects such as glutSolidCube. But it doesn&#039;t work if I create the cube using GL_QUADS. I wonder why is it like that :S And if you can tell me what is the solution to this matter, I&#039;d be really grateful. Thank you :)</description>
		<content:encoded><![CDATA[<p>Hi, the lighting works fine if I use primitive 3D objects such as glutSolidCube. But it doesn&#8217;t work if I create the cube using GL_QUADS. I wonder why is it like that :S And if you can tell me what is the solution to this matter, I&#8217;d be really grateful. Thank you <img src='http://www.swiftless.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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	<item>
		<title>By: oldnewbie</title>
		<link>http://www.swiftless.com/tutorials/opengl/lighting.html/comment-page-1#comment-1564</link>
		<dc:creator>oldnewbie</dc:creator>
		<pubDate>Sat, 12 Mar 2011 23:57:39 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=159#comment-1564</guid>
		<description>I think previous tutorials (those at the beginning) were more explanatory,I wish you kept  these more important tutorials longer.</description>
		<content:encoded><![CDATA[<p>I think previous tutorials (those at the beginning) were more explanatory,I wish you kept  these more important tutorials longer.</p>
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	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/lighting.html/comment-page-1#comment-959</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Thu, 09 Sep 2010 21:03:34 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=159#comment-959</guid>
		<description>Hi KylBlz,

I&#039;m going to disagree with you there and suggest setting the clear depth and clear color during your rendering loop for the sake of getting into the habit. For basic OpenGL applications you will often only need the one setting, but once you get into multiple rendering passes and start trying more advanced OpneGL, you will often have to vary these values at different times 

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi KylBlz,</p>
<p>I&#8217;m going to disagree with you there and suggest setting the clear depth and clear color during your rendering loop for the sake of getting into the habit. For basic OpenGL applications you will often only need the one setting, but once you get into multiple rendering passes and start trying more advanced OpneGL, you will often have to vary these values at different times </p>
<p>Cheers,<br />
Swiftless</p>
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	</item>
	<item>
		<title>By: KylBlz</title>
		<link>http://www.swiftless.com/tutorials/opengl/lighting.html/comment-page-1#comment-958</link>
		<dc:creator>KylBlz</dc:creator>
		<pubDate>Thu, 09 Sep 2010 20:57:11 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=159#comment-958</guid>
		<description>Hi, You should try to define glClearColor and glClearDepth in your init() method. From then on, calling glClear (GL_COLOR_BUFFER_BIT &#124; GL_DEPTH_BUFFER_BIT); will automatically clear those bits to the defined colors in init().</description>
		<content:encoded><![CDATA[<p>Hi, You should try to define glClearColor and glClearDepth in your init() method. From then on, calling glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); will automatically clear those bits to the defined colors in init().</p>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/lighting.html/comment-page-1#comment-685</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Sat, 01 May 2010 11:06:19 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=159#comment-685</guid>
		<description>Hi Lonelobo,

Unless you are going to call the lighting init after the gluLookAt, there is no reason to call it in the display function.

Although if you add a camera of some sort, then it is best to place the light position after the camera. 

This is because the camera uses the current model view matrix to transform it&#039;s position by.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Lonelobo,</p>
<p>Unless you are going to call the lighting init after the gluLookAt, there is no reason to call it in the display function.</p>
<p>Although if you add a camera of some sort, then it is best to place the light position after the camera. </p>
<p>This is because the camera uses the current model view matrix to transform it&#8217;s position by.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lonelobo</title>
		<link>http://www.swiftless.com/tutorials/opengl/lighting.html/comment-page-1#comment-684</link>
		<dc:creator>Lonelobo</dc:creator>
		<pubDate>Sat, 01 May 2010 10:45:52 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=159#comment-684</guid>
		<description>This piece of code doesn&#039;t seem to work in my project. Must whe not call void init (void) in the display fuction or so?</description>
		<content:encoded><![CDATA[<p>This piece of code doesn&#8217;t seem to work in my project. Must whe not call void init (void) in the display fuction or so?</p>
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