I’m getting what I think is some really weird behavior from directional lights when using webgl. Here’s the example sketch. What I can’t figure out is:
- Quads appear to reflect light opposite to boxes and other primitive shapes
- Shapes made with beginShape() do not reflect light at all
- No shapes show color when set with ambientMaterial()
What am I missing here? Would appreciate anyone who can set me straight on directional lighting in webgl.
Just a few issues to note
- ambient material only affected by ambient light
- For vertex you need to set the normal vector
- quad needs to have the correct vertex orientation
I would recommend to study the reference for each functions you are using …
Thank you so much for the response! I thought it might have something to do with normals.
I’ll submit a github issue to update the reference fro ambientMaterial, which currently states:
The ambientMaterial() color is the color the object will reflect under any lighting.
edit: I double checked the reference for beginShape() as well, and there is no mention of normals, a pity.
Let’s see the outcome. Read the same but the current behavior seems to be different.
Maybe someone else has ideas regarding …