Re: red shadows

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From: Marcin Romaszewicz (marcin++at++asmodean.engr.sgi.com)
Date: 08/08/2000 14:30:24


Hi pfAll

I've found out why the pfLightSource isn't casting any shadows in
shadows.c. It turns out that if you call pfLightSource::setSpotDir(0, 1, 0)
or pfSpotLSourceDir(<light>, 0, 1, 0) on all the projective lights and
modify the lookAt() function's y vector to be (0, 1, 0) instead of (0, 0, -1),
lights once again cast shadows. It looks like the pfLightSource code isn't
taking the light's direction into account when computing the shadow map,
it just assumes the light is shining up the Y axis.

-- Marcin

>
> Hi Yuri,
>
> The problems with shadows not appearing and the floor being red are two
> completely separate things. I bet your floor is red because you are
> loading a model which is red. The floor in shadows.c does not have its own
> geostate, so it will inherit the color of the last geostate which was
> applied when rendring the model. Put a geostate on the floor geostate
> which has a material specified and model colors will no longer bleed into
> the floor.
>
> I'm still looking into why there are no shadows, I'll post again when I
> know.
>


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