John Rohlf (jrohlf++at++tubes)
Fri, 1 Mar 96 9:20:46 PST
Set the PFMPASS_GLOBAL_AMBIENT bit in the PFTRAV_MULTIPASS mode
set with pfChanTravMode. Then make sure you clear the background
with an alpha equal to the transparency you want.
> 2) You could set the PFLS_SHADOW_DISPLACE_OFFSET and PFLS_SHADOW_DISPLACE_SCALE
> for the pfLightSource but I have not found any explanation on these.
> I guess the OFFSET is to be used to avoid self-shadowing. What is the SCALE-
> parameter to be used for and what exactly to these parameters do?
See glPolygonOffsetEXT.
> 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?
This is a bug. The workaround is to call:
pfGLOverride(PFGL_DECAL, PFGL_OFF);
pfGLOverride(PFGL_TRANSPARENCY, PFGL_OFF);
before you call pfDraw().
> 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?
>
Use CLAMP.
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:52:31 PDT