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From: SourceForge.net <no...@so...> - 2004-09-29 20:02:50
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Bugs item #967773, was opened at 2004-06-06 17:09 Message generated for change (Comment added) made by pox 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. ---------------------------------------------------------------------- >Comment By: Frank Condello (pox) Date: 2004-09-29 12:22 Message: Logged In: YES user_id=171509 Note: If using the workaround above, be sure to enable the GL_LIGHTING state for the specular pass, and before IRTransBuffer_Draw returns. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967773&group_id=45158 |