kwshh

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  • kwshh
    Participant
    1 pt

    个人开始也是全屏黑的问题,仔细核查代码发现是因为cosx部分应该用-ws而不是ws,
    个人判断直接光阻挡的三个思路,我同步跑了一下,应该是1,3效果是一样的(2可能我写的定义有问题吧)

    
    // 尝试判断x与交点之间的距离(
    //if(dotProduct(te_intersection.coords - x, te_intersection.coords - x) < EPSILON)
    // 尝试判断p到x距离与p到交点距离的差(
    //if(abs(te_intersection.distance - (p - x).norm()) < EPSILON)
    
    // 尝试判断相交物体是否是自发光物体
    if (te_intersection.obj && te_intersection.obj->hasEmit())
    
    in reply to: 作业3phong模型的高亮位置不对 #7379 Score: 0
    kwshh
    Participant
    1 pt

    谢谢大佬们,明白了

    in reply to: 作业3 normal渲染结果有洞 #7377 Score: 1
    kwshh
    Participant
    1 pt

    解决了,原来是boundingbox处,<和<=的区别。。。

    This post has received 1 vote up.
    in reply to: 作业3 normal渲染结果有洞 #7376 Score: 0
    kwshh
    Participant
    1 pt

    憨憨+2,但是更新了depth_buf,但是又有了好多线条。。。

Viewing 4 posts - 1 through 4 (of 4 total)