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

Jack jack at rybn.org
Thu Jan 17 21:57:10 CET 2013


Le 17/01/2013 10:18, Klemens Schmiady a écrit :
> 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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Hello Klemens,

Can you tell us your configuration (OS, Graphic card, Pd version and Gem
version) ?
Have you put an _argument_ in your [gemhead] ? See example (in Gem help)
if you didn't put it.
You have to render lights before the first sphere. And the first sphere
before the second sphere.
In fact, in your patch you can't know what is render first because you
don't have this argument.
See attached patch if it works for you.
++

Jack



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