Rotation and Point Mode

The renormalization process is a little flaky. The smooth normals should only be assigned 1 per vertex and they're showing up in pairs, which cuts down on the overall smoothness of the model. It's hardly noticable, but it's a problem that should be addressed.
Future optimizations will be to place the current rotation angles in the object structure itself, and allowing OpenGL rotate the object on screen with its own rotation functions. Only when the object(s) is/are saved will the hard-coded point manipulations take place.

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