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From: SourceForge.net <no...@so...> - 2005-08-02 02:00:13
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Bugs item #967773, was opened at 06/06/04 14:09 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=442052&aid=967773&group_id=45158 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Resolution: Fixed Priority: 5 Submitted By: Frank Condello (pox) Assigned to: James W. Walker (jwwalker) 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: SourceForge Robot (sf-robot) Date: 08/01/05 19:00 Message: Logged In: YES user_id=1312539 This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: James W. Walker (jwwalker) Date: 07/18/05 16:18 Message: Logged In: YES user_id=433183 Fixed in CVS by a change to IRTransparent.c. ---------------------------------------------------------------------- Comment By: Frank Condello (pox) Date: 09/29/04 09:22 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 |