shared vertex problems

Blitz3D Forums/Blitz3D Programming/shared vertex problems

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Another problem with doing a mesh mirror is the lighting - it'll be wrong for the 'reflection' mesh. e.g.


     /\         <-- lighting shining straight down

    (  )        <-- sphere

-------------   <-- mirror plane

    (  )        <-- reflected sphere mesh

Here, the top of the sphere will be illuminated while the bottom half will be in shadow. This will also be the case for the reflected sphere mesh but it should be the other way around, as it's supposed to represent a reflection.

Anyway, I've managed to come up with a way of cutting a mesh in half (or, whatever) on a given plane. An effect I mentioned to Cygnus in another thread and wondered how it was done. The effect also manages to maintain correct UVs and vert normals for the clipped tris. My brain is throbbing somewhat, now. :)

So, it is possible - and pretty fast, too. ;)

Here's a pic of it in action. You'll just have to trust me that this is being done in blitz and not with a modeller. :)