Hi, i use 2d evaluators to draw a grid. The grid points are arranged, so that the parameter u walks along +x and v walks along -z. Calling glEvalMesh() renders a grid with front faces pointing upwards. (I tested this by explicitly culling back faces.) The grid patches normals where generated with GL_AUTO_NORMAL. I guess normals should also point upwards, but the lighting in the scene behaves, as if normals where pointing downwards. Calling glFrontFace(GL_CW) reverses normals as expected, but they still point into the wrong direction. The system is Linux 2.6.13, Mesa 6.4.2 SW-Renderer on Xorg 6.7 Regards, Thomas Zimmermann tdz@users.sourceforge.net
Are you still able to reproduce this bug? Do you have a small test case?
Created attachment 31092 [details] Testcase The attached file contains a testcase for this bug. Instructions are included in the source file. I reported this ages ago, so I'm not sure whether the testcase actually shows the same bug. Maybe I just misunderstood the behavior of the evaluator functions. However, the lighting in the testcase program still looks strange to me, so I guess the bug is still there. Regards, Thomas
BTW, I'm on a Fedora 11 system with an Intel 945 graphics card.
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