I noticed here in the Gouraud Shading part, it said that "T-Junctions with adjoining polygons can sometimes result in visual anomalies. In general, T-Junctions should be avoided".
It seems like the T-junction is about three surfaces in picture below share edges and the point A may have different normal vector due to it belongs to different surfaces.
But what is the effect when T-junction happened and how to use OpenGL to implement it? I tried set different normal for each vertex of each rectangle and put a light in the scene, however, I didn't see anything strange in the junction point A.
Here is my code:
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glNormal3f(0, 0,1);
glVertex3f(-5.0f, 5.0f, 0.0f);
glNormal3f(0, 1,1);
glVertex3f(5.0f, 5.0f, 0.0f);
glNormal3f(1, 1,1);
glVertex3f(5.0f, 0.0f, 0.0f);
glNormal3f(0, -1,1);
glVertex3f(-5.0f, 0.0f, 0.0f);
glEnd();
glColor3f(0.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
glNormal3f(1, 0,1);
glVertex3f(-5.0f, 0.0f, 0.0f);
glNormal3f(1, 2,1);
glVertex3f(0.0f, 0.0f, 0.0f);
glNormal3f(0, 0,1);
glVertex3f(0.0f, -5.0f, 0.0f);
glNormal3f(0, 1, 2);
glVertex3f(-5.0f, -5.0f, 0.0f);
glEnd();
glColor3f(0.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glNormal3f(1, 1, 3);
glVertex3f(0.0f, 0.0f, 0.0f);
glNormal3f(0, -2, 5);
glVertex3f(5.0f, 0.0f, 0.0f);
glNormal3f(-1, 1, 1);
glVertex3f(5.0f, -5.0f, 0.0f);
glNormal3f(1, -2, 0);
glVertex3f(0.0f, -5.0f, 0.0f);
glEnd();
The point light is in (0, 0, 10) as well as the camera. The result below has no visual anomaly I think. Maybe normals should be kind of special?
Is there anything wrong I did? Could anyone give me some hints to make this happen?