[PD] Lighting glitch, [alpha]-object depth detection

Jack jack at rybn.org
Thu Jan 10 18:38:31 CET 2013


Le 10/01/2013 16:22, Max a écrit :
> Am 10.01.2013 um 12:34 schrieb Jack <jack at rybn.org>:
>> Le 10/01/2013 11:57, Klemens Schmiady a écrit :
>>> Am 10.01.2013 11:40, schrieb Cyrille Henry:
>>>> 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 :
>>>>> Hey there,
>>>>>
>>>>> the sphere in combination with the lighting leads to strange
>>>>> artefacts as shown in the .jpg.
>>>>> Looking for a solution.
>> 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.
> i don't think it's that. i simplified the patch a bit more:
>
>
>
>
> with
> GEM: ver: 0.93.3 
> GEM: compiled: Nov 10 2011
> i have the same phenomenon here.

Yep, you are right Max. I think it was a problem with the near clipping
plane of the frustum. But i was wrong...
Cyrille, your patch seems to have the same problem if you put an alpha =
0.5, or i am wrong ?
Here a patch that enable culling.
Hoping it helps to solve _this_ problem.
++

Jack

PS : dont't forget to start by rendering the light before geos with an
argument in [gemhead] ;)
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