Jump to content

GU_Intersect wrong normal


alu3n

Recommended Posts

Hello,

I am computing intersections using `GU_intersect` class. It has an interface that implies that it should be computing interpolated normal. I've got my scene setup with both point and vertex normals set. However, no matter which part of the geometry the ray hits, I always get primitive normal (which isn't even set). I am accessing the normal using `GU_RayInfo::mNml`.

I've even tried evaluating normals of the primitive using UVs, but the results are the same regardless UV values.`rayInfo.myPrim->evaluateNormalVector(normalOut,u,v)`

How can I get interpolated normal without having to compute it manually?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...