Re: pfLightSource and pfFrustum

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Bernard Leclerc (bleclerc++at++cae.ca)
Thu, 25 Jan 1996 14:53:14 -0500


On Jan 24, 5:10pm, John Rohlf wrote:

> To avoid z-fighting, make sure you either have a local light
> or are using a local pfLightModel. This is a RealityEngine
> bug/feature.

Does it mean it's not possible to properly cast shadow from an infinite light
source like the sun?

> > Since objects are moving, is it necessary to recompute the frustum every
> > iteration?
>
> No.

You mention the frustum doesn't need to be recomputed, but since the light
source and objects are moving, the frustum will inevitably need to be adjusted
to these new conditions. However, how should the frustum of a conic local light
source be specified? Should it fit the cone and should the far plane correspond
to the range where the light emitted by the source is totally attenuated?

--
      ___/      |        ___/	Bernard Leclerc		e-mail: bleclerc++at++cae.ca
     /        / |       /	Systems Engineer	voice: +1 514 341 2000
    /        /  |      __/	CAE Electronics Ltd.		extension 2275
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