Re: Casting shadows with pfLightSource and OpenGL

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Simon Hui (shui++at++kid.asd.sgi.com)
Wed, 01 May 96 00:22:50 -0700


> From: Simon Bennett <simonb++at++wormald.com.au>
> Subject: Re: Casting shadows with pfLightSource and OpenGL
>
> > This question is really for the Performer development team... With
> > pf2.0, the example shadows.C works for IrisGL only. Why isn't it possible
> > to have a pfLightSource casting shadows with OpenGL?
>
> I gather it's something to do with not being able to do projected
> texture effects with OGL and Performer 2.0...

It's because Performer does not currently have support for the
OpenGL equivalents of the IrisGL filters TX_BILINEAR_LEQUAL and
TX_BILINEAR_GEQUAL, which are used in conjunction with projective
textures to produce shadow effects.

> (doesn't support a texture matrix perhaps?)

No; InfiniteReality, like all OpenGL implementations, supports a texture
matrix.

> I remember hearing something about this and IR
> systems... It will probably work in 2.0.1 or 2.1...

Unfortunately, it does not work in 2.1. Look to a future release.

regards,

Simon


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