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

Klemens Schmiady klemens.schmiady at uni-weimar.de
Thu Jan 17 10:18:32 CET 2013


Am 10.01.2013 18:38, schrieb Jack:
> 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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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.
The lightsource should be in the center of the patch somehow.
Can you please help me with that!

Thanks,

Klemens
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