Posted: 20th Jun 2007 20:21
I have a problem. I was working on a game, and I created a plane, xrotated it -90 (to make it flat), and textured it. As I yrotate the camera, the plane appears to get dark and textureless, then light and textured. This happens gradually, and looks similar to the effect when looking at the sky through a polarization filter. I cannot have this happening in my game, and was wondering if anyone else has seen this happening and/or has a solution. Thanks!

PS: I have attached a program with this plane. Use the left and right arrow keys to rotate the camera, and see the changes in the polarization.
Posted: 20th Jun 2007 20:48
Lighting doesn't tend to like few polygons. To get good lighting, you need a few hundred polygons, otherwise it tends to screw up a little. That's why you dont get this problem with matrixes.
Posted: 20th Jun 2007 20:54
so...should I make it a matrix? is there a way to correct this but still use the plain (for speed's sake)?
Posted: 20th Jun 2007 21:08
Well unless you completelly remove lighting from it, I can't think of anything. Sorry.
Posted: 20th Jun 2007 21:28
Or you could just make a plain with a modeller and up the poly count.
Posted: 20th Jun 2007 21:47
Or you can think about using per pixel lighting if you have a shader compatible card. I think its a better option as designing a level around the lights is more of a pain then anything. I think lightmapping and per-pixel lighting together are a pretty strong combo. Anyways those solutions will also work to just giving you some other options.