Camera position affecting brightness...
I''m working on a racing game and I find that
as I move the position of the camera up into the
sky everything on the ground becomes lighter.
Is this because the view point is closer to the lights.
(the ground is a plane across the x,y axis at z = 0 and
the lights are positioned at (0,0,50,1) and (0,0,1,0).
What I''m asking basically is how does the view point related
the light position affect the brightness of objects in the
scene.
I need to keep the brightness of the scene relatively constant
as I move the camera up and down.
I''m just taking a stab here, but are you setting the light position (using glLightfv(...) ) before applying all your viewing/modelling transforms and drawing?
I''m not 100% sure about this, but I think you need to set the light pos for every frame... ie
Hope that was the answer you needed
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I was sick of my crappy sig, so I changed it
I''m not 100% sure about this, but I think you need to set the light pos for every frame... ie
void Render(){ glClear(...); //clear any buffers you use glLoadIdentity(); // reset modelview matrix glLightfv(GL_LIGHTX, GL_LIGHT_POSITION, ...); //set the light position //apply view transforms for( all your objects ) { glPushMatrix(); //apply local object transforms //render object glPopMatrix(); } SwapBuffers(...)/glFlush();}
Hope that was the answer you needed
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I was sick of my crappy sig, so I changed it
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