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From: Jose' C. <cru...@ce...> - 2007-05-30 21:40:21
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> Description > > The Quesa OpenGL renderer now has an option to render shadows. It > produces sharp-edged shadows from any directional, spot, or point =20 > light > that has its cast-shadows flag set to kQ3True. It respects the > casts-shadows style but not the receive-shadows style. Translucent > objects do not cast shadows, nor do lines or points. > Great News!!! > It is not intended to work with orthographic cameras. in that case, it fails or just is ignored? > > One case where it fails is the Windows software renderer. So it's not suitable for printing... or there is a way to render on =20 the GPU for printing? > > > Warnings > > The algorithm sets the "yon" value of your camera range to =20 > infinity. To > prevent surprises, it would be a good idea to set "yon" to infinity > yourself. While it is true that you get the best depth resolution when > hither is as large as possible and yon is as small as possible, it is > much more important to make hither as large as possible. doesn't it restore the yon after the loop? so I've to restore it when =20= switching renderers... one of mine works better with an small range... Pax et Bonum # Dott. Jos=E9 Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,3923101 0372,460602 |