Hi Folks:
I’m finally getting around to rendering a tennis court model people here helped me build over a year ago.
I’m about 1/2 way through this nice set of OpenGL tutorials, far enough along to use for the court model as a crash test dummy while I finish my education.
It looks great in Blender, and even better with the render code I’ve been building.
But I noticed something odd when looking at the model Viewport Property.
Different objects of the model have wildly different X, Y and Z scales.
For instance the playing surface has as scale of 18.288, 9.144, 1.0. The net has a scale of 1.0, 1.0, 1.0.
The dimensions the Viewport Proeprty shows for every object is correct.
I’m just getting into OpenGL’s light effects, and the shading I’ve seen so far seems fine, so the Normals are probably Ok.
It’s just that a common theme of the tutorials, when normals are the topic, is “Don’t scale! Particularly don’t scale with different values for each axis”, make a model that has the proper proportions and use that.
when I force the scale to 1.0, 1.0, 1.0 the objects are obviously distorted.
I wouldn’t even know there was a scaling issue, and I can’t say the shading looks odd, but it would make me feel warm and fuzzy inside if I could look at the model and see all of the scales were at 1.0.
Is there a way to tell Blender to keep all the dimensions the same, but to redefine all the objects in the model to declare their current dimensions to have a scale of 1.0?
Thanks
Larry