Lights again
Sorry. I left my computer for the week-end. Currently I''m still downloading zips because my provider tends to be lazy. I''ll give feedback asap.
Ah, finally I got it working under linux 
It looks pretty good, even though I guess it''s just a beginning.
Obviously the models have more faces than enough to support spotlights correctly. I sincerely doubt the low polygon count will be a problem in that case
Keep up the good work !
ps: I''ll try to run it with Windows. Probably I''m missing a few things (like the sky box which is not textured).

It looks pretty good, even though I guess it''s just a beginning.
Obviously the models have more faces than enough to support spotlights correctly. I sincerely doubt the low polygon count will be a problem in that case

Keep up the good work !
ps: I''ll try to run it with Windows. Probably I''m missing a few things (like the sky box which is not textured).
Yep It doesnt support shaders yet ( and skies are obviously shaders ). Did you see the red pointlight on the yard? it doesnt look focused or bright or something. Do you have any idea how to fix it?
Actually I wouldn''t call skybox a shader. A shader is a kind of material property. Skybox is an object in its own. These are two different concepts in my opinion.
Though, skies often use shaders in order to increase realism.
As for your red light, if you mean the light that follows every player I think it has to do with your rendering function.
Probably you''re not calling glLight(GL_POSITION) at the right place. If you call it in the beginning of the rendering function of every model, then that''s the kind of result I would expect.
In other words, you gotta check if glLight(GL_POSITION) is called once per frame or not. If you''re not sure, you can log info into a file or the console.
Though, skies often use shaders in order to increase realism.
As for your red light, if you mean the light that follows every player I think it has to do with your rendering function.
Probably you''re not calling glLight(GL_POSITION) at the right place. If you call it in the beginning of the rendering function of every model, then that''s the kind of result I would expect.
In other words, you gotta check if glLight(GL_POSITION) is called once per frame or not. If you''re not sure, you can log info into a file or the console.
I know I post this a lot, but ohh well 
have a look at this post I made a good 3 months ago.
| - Project-X - my mega project.. yup, still cracking along
- | - adDeath - an ad blocker I made - | - email me - |

have a look at this post I made a good 3 months ago.
| - Project-X - my mega project.. yup, still cracking along

I do call it at the right place ( after camera is set up ) but the light looks just crappy ( have a look - not bright, not focused ) and I cant find the right properties to set those things... I willhave a look at the pos later today rip im at work atm..
As for the skybox: I didnt care much about it yet so im not sure how exactly it is drawn. I just guessed its a shader because all the textures that didnt draw properly so far were shaders
[edited by - Dtag on February 4, 2003 1:58:40 AM]
As for the skybox: I didnt care much about it yet so im not sure how exactly it is drawn. I just guessed its a shader because all the textures that didnt draw properly so far were shaders
[edited by - Dtag on February 4, 2003 1:58:40 AM]
Hmm I dont really see the connection between your post and my question... I dont have any problems positioning it.. Its just the appearance... intensity, how focused it is etc... And also why it is bugged ( laras weapon?! ( in my sample ))
[edited by - Dtag on February 4, 2003 11:05:57 AM]
[edited by - Dtag on February 4, 2003 11:05:57 AM]
I don''t think that lighting is messed up. I mean, OpenGL is doing the right thing if I understand right what you''re doing.
If I were you, I''d try to move/rotate the spotlight (eg change the GL_POSITION and GL_SPOT_DIRECTION values) and see what happens.
If I were you, I''d try to move/rotate the spotlight (eg change the GL_POSITION and GL_SPOT_DIRECTION values) and see what happens.
Didnt you see laras weapon being completely illuminated while nothing in the area around her was illuminated?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement