I am working on creating an object loader for use with iOS, I have managed to load the vertices, normals and face data from and OBJ file, and then place this data into arrays for reconstructing the object. But I have come across an issue with the lighting, at the bottom is a video from the simulation of my program - this is with the lighting in the following position:
CGFloat position[] = { 0.0f, -1.0f, 0.0f, 0.0f };
glLightfv(GL_LIGHT0, GL_POSITION, position);
This is specified in both the render method each frame and the setup view method which is called once at setup.
Various other lighting details are here, these are called once during setup:
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
CGFloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
CGFloat diffuseLight[] = { 1.0f, 0.0f, 0.0, 1.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
CGFloat position[] = { 0.0f, -1.0f, 0.0f, 0.0f };
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_NORMALIZE);
The video of the issue can be found here:
Thanks,
Paul
[EDIT]
Normals are also supplied by the following code, they are currently in a large normals array or XYZ XYZ XYZ etc...
// FACE SHADING
glColorPointer(4, GL_FLOAT, 0, colors);
glEnableClientState(GL_COLOR_ARRAY);
glNormalPointer(GL_FLOAT, 3, normals);
glEnableClientState(GL_NORMAL_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, 3*numOfFaces);
glDisableClientState(GL_COLOR_ARRAY);
[ANSWERED!]
I have solved the issue but can't post the answer as I have too little reputation, but it was simply down to a typo!
glNormalPointer(GL_FLOAT, 3, normals);
should read
glNormalPointer(GL_FLOAT, 0, normals);
as all the normal data is in a single un shared array, so it does not need to skip values..