Comments (4)
The full working example can be seen here: https://trusktr.io (for now).
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@greggman oh oh!! Is it because the ordering of my vertices is clockwise (so the right hand rule would make the normal point downward)?
Does the normal direction become opposite if we reverse the ordering of the vertices?
from webgl-fundamentals.
Ah, yep, I forgot that in the webgl-3d-orthographic
lesson the order of the vertices determines front/back of the triangle, which determines direction of the normal.
from webgl-fundamentals.
No, the normal doesn't flip based on the clockwise or counterclockwise unless you are computing the normal. You're not computing the normal you're supplying it precomputed. As for your question you should ask this on Stack Overflow and if you want debugging help you should make a minimal example.
Here's a simple cube
https://jsfiddle.net/greggman/ksu95xjj/
The top face's normal is [0, 1, 0]. The bottom is [0, -1, 0] as you'd expect.
from webgl-fundamentals.
Related Issues (20)
- Suggestion: How about to use unit square instead of unit quad? HOT 4
- Is the example lost? HOT 3
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- Explanation error HOT 1
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- data-textures: Mention (data in texture)=(data supplied)/255?
- webgl-state-diagram use-2-programs does not work HOT 6
- Broken links HOT 1
- webgl state diagram : draw on cube
- webgl-state-diagram: extraneous column heading in vertex array HOT 2
- Broken link in Load Obj HOT 1
- webgl-how-it-works.html: some poor rounding, one wrong number
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