Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Fri, 1 Mar 1996 15:31:14 +0100
Look at the manual entry for displacepolygon.
The OpenGL equivalent has two parameters so for info on these look
at the manual for glPolygonOffsetEXT it has bias & offset:
GL_POLYGON_OFFSET_FACTOR_EXT
GL_POLYGON_OFFSET_BIAS_EXT
>
> 3) I also have a problem with transparency. My shadowed model includes a few
> surfaces that are transparent, but when I turn on the shadows the
> transparency disappears. Anyone had similar problems?
>
> 4) The man page says that "shadows and projected textures are not clipped or
> properly computed behind a pfLightSource. Instead, geometry behind the
> pfLightSource will be textured randomly."
> Will surfaces that are outside the frustum of the pfLighSource but in
front
> of the pfLightSource also be "randomly textured"? At least mine are.
> Is it possible to set for example PFTEX_CLAMP or anything to avoid this
> effect?
In IrisGL a TX_WRAP of TX_SELECT is used for this sort of thing,
give this a try.
>
> Thanks,
> Tomas
>
>
> --
>
>
>-- End of excerpt from Tomas Moller
-- Angus Dorbie, Silicon Graphics Ltd, UK dorbie++at++reading.sgi.com
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