RE: Projected texture lighting

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Baranowski, Mark (mark_baranowski++at++peragroup.com)
Wed, 4 Mar 1998 12:42:00 +0000


Hi Joaquin,

The frustum defines the area being projected by the spotlight. It's
position and orientation will be transformed by all transformations in
your scene graph which are above it in the hierarchy.

Make sure that your repeat function for the pfTexture for the spotlight
is set to clamp. I don't think the texture size is an issue (other than
the quality of the resulting effect), The man page, as I am sure you have
read, gives info about the type of textures to use.
    

We used Performer projected textures for spotlights in one of our Vega
apps (using Pf 2.1 on an iR), and could only get it to work correctly
when we wern't multiprocessing. I seem to recall being told that it
worked in a multiprocessing environment with pf2.2.

Try running your app in single process mode and see if it works!

Regards,

Mark.
 --
Mark Baranowski CEng MBCS
Pera VR Centre, Melton Mowbray, Leicestershire. UK. LE13 0PB
Tel: +44 (0)1664 501501 Fax: +44 (0)1664 501553
Email: mark_baranowski++at++peragroup.com

 ----------
From: Joaquin Casillas Melendez[SMTP:jcasilla++at++glup.irobot.uv.es]
Sent: 02 March 1998 23:32
To: Performer Mailing List
Subject: Projected texture lighting

 ----------------------------------------------------
Hello all.

I'm trying to add a spotlight on a per-pixel basis by using projected
textures as it says in the pfLightSource reference page, but I can't get
it work. I want a spotlight pointing at (0, 0, -1) direction, so I
attach the lightsource to a DCS wich points to the right direction. I
don't know the way this affect to the Frustum of the lightsource.

Has anybody got succesful with this kind of spotlights? I'm interesting
in the way the pfFrustum and the texture (size?, type?) affects the
lightsource behaviour.

<snip>
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