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

Klemens Schmiady klemens.schmiady at uni-weimar.de
Tue Jan 29 16:54:35 CET 2013


>> *Von: *Jack <jack at rybn.org <mailto:jack at rybn.org>>
>> *Betreff: **Aw: [PD] Lighting glitch, [alpha]-object depth detection*
>> *Datum: *17. Januar 2013 21:57:10 MEZ
>> *An: *pd-list at iem.at <mailto:pd-list at iem.at>
>>
>> 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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I tried you patch I there are no visual differences between yours and mine.

I'm using win7, intel hd graphics 4000 card, pd 0.42.5 extended and gem 
0.93.3.

Thanks,

Klemens
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