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Q: Direct3D lighting problem on flipped/mirrored objects ( No Answer,   0 Comments )
Subject: Direct3D lighting problem on flipped/mirrored objects
Category: Computers > Programming
Asked by: purpleprogrammer-ga
List Price: $100.00
Posted: 04 Oct 2006 14:14 PDT
Expires: 13 Oct 2006 07:46 PDT
Question ID: 770822
I have a Direct3D app in which I have a series of objects and their
mirrored counterparts on each side of the "world".  This app employs
some basic lighting, which involves a few settings for attenuation and
range, so the lighting is slightly varied throughout the scene.  It is
a relatively simple engine and lighting scheme.  I'm using
DrawPrimitives to draw the objects.

The unmirrored objects on one side of the scene are lit nicely.  The
falloff, range and attentuation work perfectly.  For some unknown
reason, on the mirrored side, the objects remain unlit.  The only
difference between the two objects is that a scale involving a
negative number has been applied.  Why don't the mirrored objects
light up correctly?  Is there a setting I can tweak when rendering the
mirrored objects?

Clarification of Question by purpleprogrammer-ga on 08 Oct 2006 11:36 PDT
By "mirrored" I mean the object has a negative scale factor... that's
it.  There isn't any special mirror effects or anything of that
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