|
From: SourceForge.net <no...@so...> - 2004-06-06 21:09:34
|
Bugs item #967773, was opened at 2004-06-06 17:09 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967773&group_id=45158 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Frank Condello (pox) Assigned to: Nobody/Anonymous (nobody) Summary: Lighting state isn't respected on transparent objects Initial Comment: The lighting state isn't restored when rendering transparent primitives. There may already be enough information saved in the TQ3TransparentPrim struct to get proper lighting (in the "illumination" member) Fixing this could be as simple as adding the following to ir_geom_transparent_render: if (thePrim->illumination == kQ3IlluminationTypeNULL) { glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); } else { glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); } } ...but the state should be saved between primitives and only changed when needed since they will likely be drawn in large groups that are either lit, or unlit. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967773&group_id=45158 |