RE: red shadows

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From: Juan R. Sáenz-Diez (Yuri) (jrsdm++at++acm.org)
Date: 08/09/2000 12:12:38


Thanks Marcin,

I had already set the right vector, but the calls to pfSpotLSourceDir were
missing. Now they are in place and it works. I am enclosing the corrected
file for future reference should somebody check back on the archives.

Regarding the red bleeding I managed to avoid it by commenting out the color
mode call since there was already a material there, and you were right. I
saw somebody reporting red squares and I thought this could be related. Is
it legal for a color or material from a geostate to bleed to the upcoming
geometry?

Now I have this working but during the cycle of the light there is some area
where the shadow screws up by drawing a big black polygon. Is there some
discontinuity in some parameter during the trajectory, or could there be
something wrong with the pipe?

Thanks again, and best regards,
Yuri.

----- Original Message -----
From: Marcin Romaszewicz <marcin++at++asmodean.engr.sgi.com>
To: <rsdm++at++acm.org>
Cc: Info Performer <info-performer++at++sgi.com>
Sent: Tuesday, August 08, 2000 11:30 PM
Subject: Re: red shadows

>
> 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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