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From: Daniele C. <dca...@in...> - 2007-05-31 08:33:56
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It is very interesting I would like to try it soon. Can I already download it by cvs? If it isn't possible when will be? Thank's Daniele James Walker ha scritto: > Description > > The Quesa OpenGL renderer now has an option to render shadows. It > produces sharp-edged shadows from any directional, spot, or point 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. > > Rendering with shadows can be requested by setting an object property on > the renderer object: > > TQ3Boolean theFlag = kQ3True; > Q3Object_SetProperty( theRenderer, kQ3RendererPropertyShadows, > sizeof(theFlag), &theFlag ); > > This option can be used with or without the per-pixel lighting option. > It is not intended to work with orthographic cameras. > > > Hardware Requirements > > In order to render with shadows, your OpenGL drawing context must: > > 1. Be able to have a stencil buffer at least 8 bits deep, as well as a > depth buffer. (This is usually not a problem. One case where it fails > is the Windows software renderer.) > > 2. Support either OpenGL 2.0 or the GL_EXT_stencil_two_side extension. > > It is preferable, but not essential, to have the extensions > GL_EXT_stencil_wrap and GL_NV_depth_clamp as well. > > > Warnings > > The algorithm sets the "yon" value of your camera range to 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. > > If you are using Quesa on Windows, beware that Windows does not allow > setting the pixel format of a window more than once. This means that if > you start rendering without shadows, and then attempt to turn on > shadows, it will fail, because you will not be able to get a stencil > buffer. You can work around this problem by explicitly requesting a > stencil buffer from the start, using > kQ3DrawContextPropertyGLStencilBufferDepth. > > > Performance > > Shadows require a multi-pass rendering algorithm. The first pass > handles ambient light and non-shadow-casting lights, assuming there are > no more than 8 of them. Then for each shadow-casting light, there is a > stencil marking pass followed by a lighting pass. Naturally, this will > be slower than a single-pass algorithm. There is even more of a speed > hit if you combine per-pixel lighting with shadows, since each lighting > pass will be slower. > > Naturally, you can improve performance by designating some lights and > some objects as not casting shadows. It also helps to use the Remove > backfacing style when feasible, and to ensure that your TriMeshes supply > face normal vectors. > > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by DB2 Express > Download DB2 Express C - the FREE version of DB2 express and take > control of your XML. No limits. Just data. Click to get it now. > http://sourceforge.net/powerbar/db2/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |