Bernard Leclerc (bleclerc++at++cae.ca)
Wed, 24 Jan 1996 17:13:26 -0500
I'm having difficulties generating shadows with pfLightSource. I've used the
example in /usr/share/Performer/src/pguide/libpf/C++/shadows.C and removed the
PROJTEX light source to concentrate on shadows only.
Depending on the model loaded, the shadow will sometime disappear into the
floor, flicker through the floor, be clipped by some plane (which, I suspect,
are part of the light source frustum) or not be visible at all. The sample
program works relatively well when tested with x29.sv
The man page mentions that a pfFrustum is required by the pfLightSource. That
pfFrustum should tightly bracket the scene to be shadowed for best results.
What is a nominal and non-transformed pfFrustum?
Since objects are moving, is it necessary to recompute the frustum every
iteration?
Is the frustum from the light source point of view?
Is there someone out there that could answer at least one of these questions ;)
--
___/ | ___/ Bernard Leclerc e-mail: bleclerc++at++cae.ca
/ / | / Systems Engineer voice: +1 514 341 2000
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