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<div class="moz-cite-prefix">Le 17/01/2013 10:18, Klemens Schmiady a
écrit :<br>
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<div class="moz-cite-prefix">Am 10.01.2013 18:38, schrieb Jack:<br>
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<div class="moz-cite-prefix">Le 10/01/2013 16:22, Max a écrit :<br>
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<pre wrap="">Am 10.01.2013 um 12:34 schrieb Jack <a moz-do-not-send="true" class="moz-txt-link-rfc2396E" href="mailto:jack@rybn.org"><jack@rybn.org></a>:
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<pre wrap="">Le 10/01/2013 11:57, Klemens Schmiady a écrit :
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<pre wrap="">Am 10.01.2013 11:40, schrieb Cyrille Henry:
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<pre wrap="">hello,
i can't reproduce this.
is there anything special to do in the patch?
cheers
c
Le 10/01/2013 11:06, Klemens Schmiady a écrit :
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<pre wrap="">Hey there,
the sphere in combination with the lighting leads to strange
artefacts as shown in the .jpg.
Looking for a solution.
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<pre wrap="">I think, this is because your viewpoint come too close to your geo (sphere).
Put a [max 2] (for example) on your Z axis for the viewpoint to avoid
collision.
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<pre wrap="">i don't think it's that. i simplified the patch a bit more:
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<pre wrap="">with
GEM: ver: 0.93.3
GEM: compiled: Nov 10 2011
i have the same phenomenon here.</pre>
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<br>
Yep, you are right Max. I think it was a problem with the near
clipping plane of the frustum. But i was wrong...<br>
Cyrille, your patch seems to have the same problem if you put an
alpha = 0.5, or i am wrong ?<br>
Here a patch that enable culling.<br>
Hoping it helps to solve _this_ problem.<br>
++<br>
<br>
Jack<br>
<br>
PS : dont't forget to start by rendering the light before geos
with an argument in [gemhead] ;)<br>
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I implemented your patch into what I'm working on at the moment
but the light goes all crazy and I don't know anything about
openGL. <br>
The lightsource should be in the center of the patch somehow.<br>
Can you please help me with that!<br>
<br>
Thanks,<br>
<br>
Klemens<br>
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Hello Klemens,<br>
<br>
Can you tell us your configuration (OS, Graphic card, Pd version and
Gem version) ?<br>
Have you put an <u>argument</u> in your [gemhead] ? See example (in
Gem help) if you didn't put it.<br>
You have to render lights before the first sphere. And the first
sphere before the second sphere.<br>
In fact, in your patch you can't know what is render first because
you don't have this argument.<br>
See attached patch if it works for you.<br>
++<br>
<br>
Jack<br>
<br>
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