Re: Projected texture lighting

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Joaquin Casillas Melendez (jcasilla++at++glup.irobot.uv.es)
Wed, 04 Mar 1998 06:31:25 -0800


Baranowski, Mark wrote:
>
> 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
>

Ok, that is the problem. I have used pfMultiprocess(PFMP_APPCULLDRAW)
and now the projected texture spotlight is working fine. Is there any
workaround(or patch) to get it running under 2.1 in a multiprocessing
way? It is not an option for me to move my app to 2.2 version because
time requirements, and I really need the app to be working in a
multiprocessing environment.

Thank you Ram, Mark and all who has helped me to fix the problem.

-----------------------------------------------
 Joaquin Casillas Melendez mailto:jcasilla++at++glup.irobot.uv.es
 LISITT (ARTEC) Phone: +34 6 360 4484
 Dept. Electr. & Informatics Addr: Hugo de Moncada 4.
 University of Valencia 46010 Val.(SPAIN)
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