Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 908961
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 15, 20262026-05-15T16:47:59+00:00 2026-05-15T16:47:59+00:00

I have a problem with lighting in my OpenGL application. When one of the

  • 0

I have a problem with lighting in my OpenGL application. When one of the vertices of a drawn polygon goes outside the front clip plane (or has z<0, I’m not sure which), the polygon stops being lighted properly.

This however happens on only one machine I tested, with Intel GMA950 card. On nVidia and ATI cards everything looks fine.

I guess I am breaking some OpenGL rule here? How should I deal with it?

I’d try dividing the scene into smaller polygons, but I’m not sure if it guarantees the case is eliminated (all polygons stepping outside the clipping range are offscreen).

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-15T16:47:59+00:00Added an answer on May 15, 2026 at 4:47 pm

    Turns out the problem shows only when I use backface culling. The (ugly) workaround was to turn it off and render both sides of the polygons.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have a problem when rendering cubes in OpenGL.I am drawing two cubes, one
I have problem with show or hide form in Window Form Application. I start
I have a glutSolidTeapot (which has its surface normals generated automatically according to opengl.org)
I have built a simple Android application to solve an annoying problem. Whenever you
I have trouble developing an OpenGL application. The weird thing is that me and
EDIT: A few people have said to use glNormal3f() to solve my lighting problem,
I am pretty new to OpenGL and have run into a problem trying to
I have got all my OpenGL lighting working properly, with the normals, materials, ect...
I have problem with http://abfoodpolicy.com/ . In IE 8 and 9 the right sidebar
I have problem with my query on C, I’m using the oci8 driver. This

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.