From: Scott M. <mcm...@ca...> - 2000-06-20 14:20:24
|
So far this only happens on my VAIO Laptop running Mandrake 6.0 with a 2.2.11 kernel and a self compiled version of Mesa 3.2. It doesn't happen on my desktop (Mandrake 6.0, 2.2.13, forgot to check which version of Mesa - oops). Scott McMillan wrote: > > I am trying to implement a multipass rendering technique similar > to Mark Kilgard's real-time shadow library, that involves multiple > rendering passes: > > 1) render the scene with normal lights no stencil > glEnable(GL_LIGHT0); > glEnable(GL_LIGHTING); > > 2) render the front faces of shadow volumes with the following > glDisable(GL_LIGHTING); > glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); > glEnable(GL_STENCIL_TEST); > glDepthMask(GL_FALSE); > glStencilFunc(GL_ALWAYS, 0, 0); > glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); > > 3) render the back faces of the shadow volumes with the following: > glStencilOp(GL_KEEP, GL_KEEP, GL_DECR); > > 4) render the original scene with a different color light: > glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); > glDepthFunc(GL_EQUAL); > glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); > glStencilFunc(GL_NOTEQUAL, 0, ~0); > > glDisable(GL_LIGHT0); > glEnable(GL_LIGHT1); > glEnable(GL_LIGHTING); > > With Mesa, everything works except that I get a white > translucent (like screen door transparency) haze where the > shadow volumes are. This occurs in areas where the stencil > values were incremented and then decremented back to zero > so there should have been no rendering into the color buffer > after the first step. > > This does not happen on SGI's or most NT drivers. > > Anybody have any ideas? Should I also report this as a bug? > > scott -- Scott McMillan mailto:mcm...@ca... Cambridge Research Associates http://www.cambridge.com 1430 Spring Hill Road, Ste. 200 Voice: (703) 790-0505 x7235 McLean, VA 22102 Fax: (703) 790-0370 |