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    • #4623 Score: 1
      eileen
      Participant
      1 pt

      分享作业3踩过的坑,大家得到奇怪图时也许可以参考。

      This post has received 1 vote up.
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    • #4935 Score: 0
      xxrl
      Participant
      1 pt

      我也贴一张
      v没有normalize()导致specular过大…

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      • #13379 Score: 0
        EricYoung0228
        Participant

        是这个问题吗,我v做过normalized之后任然是这样

    • #4990 Score: 0
      Voyager
      Participant

      补一个实现奶牛纹理遇到的问题…
      不按提示写payload的texture参数也会变成虚空黑牛…

      • #8421 Score: 0
        Iamlivehaha
        Participant

        这个太坑了,按照老师给的是t.tex,但这个根本就没赋值,得换成私有变量texture

    • #5245 Score: 0
      saniac
      Participant
      -1 pt

      请问少p具体是啥意思,我也遇到了图中少p那张图的情况。

      • #5247 Score: 0
        saniac
        Participant
        -1 pt

        已解决,我是求夹角余弦没有normalized,导致有反射的地方全部变成白色。

        • #5329 Score: 0
          eileen
          Participant
          1 pt

          我当时好像是忘记加指数p了

        • #9208 Score: 0
          Arika Hoshino
          Participant
          3 pts

          +1 我也是没有normalize normal,light,shuchu1结果就是“少P”那张图

    • #10521 Score: 0
      aifreedom
      Participant

      我的摄像头大概放错了地方, 渲染出来的角度是对着牛的屁股

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      • #10936 Score: 0
        噼里啪啦
        Participant

        正交变换矩阵错了,距震中的第[2][2]项应该乘个-1就转过来了

        • #11065 Score: 0
          YF
          Participant

          为什么这里的正交矩阵不能复制粘贴之前的正交矩阵呢?
          以及,这种类型的问题有什么好的DEBUG方法么

          • #11066 Score: 0
            YF
            Participant

            没事了,copy之前的代码就可以了,不会出问题。是我自己弄错了

    • #11038 Score: 0
      Daedra
      Participant

      高光范围过小,还没找出原因

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    • #12058 Score: 0
      unkvcc
      Participant
      2 pts

      牛牛身体部分较暗,不知哪里出了问题?高光是按照公式计算的

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      • #12067 Score: 0
        unkvcc
        Participant
        2 pts

        已解决,没有把光照颜色计算的结果累加起来,而是覆盖了上一个光照颜色计算的结果

    • #12068 Score: 2
      unkvcc
      Participant
      2 pts

      bump用到了displacement是什么意思?
      就是说,在根据凹凸贴图UV计算新的法向量后,顶点要实际移动,按照注释多写一行,然后再修改法向量
      point = point + kn * n * payload.texture->getColor(u,v).norm();

      This post has received 2 votes up.
      • This reply was modified 2 years ago by unkvcc.
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    • #14678 Score: 0
      w93163red
      Participant

      我也上一张……我查了好久

      bump里面 (u + 1.0 / w, v) (u, v + 1.0 / h) 写成了 ((u + 1.0) / w, v), (u, (v + 1.0) / h) 就会变成下面这样:

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    • #20042 Score: 0
      GoJoo
      Participant

      关于修改active_shader = texture_fragment_shader进行查看时,老师默认的程序代码会出现如图Tex1的情况。
      只需要在main.cpp中,修改如图Algo的代码,
      添加auto texture_tex = “spot_texture.png”;
      r.set_texture(Texture(obj_path + texture_tex));
      然后将
      texture_fragment_shader中
      r.set_texture(Texture(obj_path + texture_tex));
      替换掉原本的
      r.set_texture(Texture(obj_path + texture_path));
      即可

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    • #22572 Score: 0
      柿闲
      Participant

      在测试phong光照模型时出现只有黑白两色这种错误。错误原因集中在phong模型计算过程里面。我主要是没注意乘除法的计算顺序,就是光照模型中的l/(r*r)一项,其中r平方没加括号导致计算错误,从而导致了图片中的效果。

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