|
From: Frank C. <dev...@ch...> - 2004-10-01 17:04:24
|
This would be a temporary fix at best, but if someone with CVS access wants to check it in that's fine with me. Frank. On 1-Oct-04, at 11:27 AM, Peter Michelsen wrote: > Hi Frank, > > Well, that's done the job. I did have problem with just > > glEnable(GL_LIGHTING); > glEnable(GL_COLOR_MATERIAL); > > some of the transparent objects without NULLIllumination setting where > turning white but moving glEnable(GL_LIGTHING) and removing > glEnable(GL_COLOR_MATERIAL) fixed that. > > We are doing a week of test next week, I will let you know how that > goes and maybe you could check the change-in. > > Once again Thanks. > > Peter. > > > On 29 Sep 2004, at 17:20, Frank Condello wrote: > >> On 29-Sep-04, at 12:05 PM, Frank Condello wrote: >> >>> On 29-Sep-04, at 6:17 AM, Peter Michelsen wrote: >>> >>>>> That's correct- the illumination of the last solid object is >>>>> errantly maintained for the entire transparent pass. The bug >>>>> report linked above includes a bit of a workaround if your're >>>>> using the CVS source. >>>> >>>> I have test this solution as list in the bug report ( 96773 ). >>>> >>>> Yes it fixes the problem but effects all the other transparent >>>> objects, they become white. So not a solution. >>> >>> Sorry - I didn't do exhaustive testing with that (it was just off >>> the top of my head). You'll need enable lighting for the specular >>> pass, or else it'll draw solid. i.e. put: >>> >>> glEnable(GL_LIGHTING); >>> glEnable(GL_COLOR_MATERIAL); >>> >>> Before the "// Second pass to add specular highlights" bit in >>> IRTransBuffer_Draw. That should do it - I think... >> >> Actually, that's a little excessive... Just put >> "glEnable(GL_LIGHTING);" above the "glBlendFunc( GL_ONE, GL_ONE );" >> in the "if (instanceData->transNeedSpecular)" statement. You may need >> to re-enable lighting at the bottom as well, but the next solid pass >> should get that anyway. >> >> I'll add these notes to the bug report, but there are several GL >> states (including lighting) that can be cached between triangles to >> speed up the transparent renderer by quite a bit. >> >> Frank. >> >> >> >> ------------------------------------------------------- >> This SF.net email is sponsored by: IT Product Guide on >> ITManagersJournal >> Use IT products in your business? Tell us what you think of them. >> Give us >> Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find >> out more >> http://productguide.itmanagersjournal.com/guidepromo.tmpl >> _______________________________________________ >> Quesa-develop mailing list >> Que...@li... >> https://lists.sourceforge.net/lists/listinfo/quesa-develop >> > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on > ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give > us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out > more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |