Re: [AD] Patch for the documentation of polygon_z_normal()

[ Thread Index | Date Index | More lists.liballeg.org/allegro-developers Archives ]


Elias Pschernig wrote:


I think it's a good place. Else you could move it to the beginning of
the chapter..

> [...]

Maybe also add a short example code how to get the normal of a triangle.
I mean, if someone doesn't know the above information already, then that
person certainly also doesn't know how to get the normal in the first
place.

I think that if I give an example for how to use the alternative method which does not use polygon_z_normal(), then it crosses the line for being part of the docs for polygon_z_normal(). Do you think that a discussion on back-face culling should go in the bit at the begining of the "3D math routines" section, or in the FAQ? Bear in mind that we probably don't want to turn the Allegro docs into a 3D-graphics tutorial.

Also, do you think that one of the 3D examples needs to use the "camera->poly dot normal" method instead of polygon_z_normal()? If so, I'd suggest the one with the most vertices. Also, do you think Allegro needs an example of a light-sourced gouraud-shaded object that can be rotated? If so, I could supply an example. I wrote such a program for AllegroPak (my Allegro add-on), and if I strip away the Z-buffering and multiple-objects, I can easily convert it to Allegro.

AE.




Mail converted by MHonArc 2.6.19+ http://listengine.tuxfamily.org/