Re: Shadows = Red Square (???)

New Message Reply Date view Thread view Subject view Author view

Angus Dorbie (dorbie++at++sgi.com)
Mon, 26 Apr 1999 10:28:21 -0700


>
> Angus Dorbie wrote:
> > This will be fixed in the latest eoe. The multipass stuff was broken
> > and shadows was part of that problem.
>

The fixes have been made to the OpenGL code. Apparently the IrisGL code
is the same.

>
> I am using shared memory (for synchronous data) to interface my pf app
> and the rest of the simulation: objects positions (bodies, lights,
> ...) are computed and then the shared memory is updated in real-time
> that way my pf app can read into the shared memory and update the
> visual with the actual data. I also send messages through messages
> queues (asynchronous data)
> I don`t know if my problem is due to a second initialisation of the
> pipes (the second time I load my pf app) ,maybe something stays
> somewhere in memory (???), I don`t know.

This seems likely.

> It always appear on the same textures! (is it possible that the .pfb
> files containing my visual database are not properly loaded the second
> time (???) ...)

Shouldn't make much difference to the loader unless you specify
something different.

-- 
"Microsoft's system was like a forest that hadn't had a controlled
 burn in decades, just waiting for one person with a match to turn
 it into a disaster. Melissa was Microsoft's fault. They left their
 system wide open to this sort of abuse, they knew it could happen
 and did nothing." -- Bruce Perens

For advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/


New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Apr 26 1999 - 10:28:25 PDT

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.