Larry Ramey (ramey++at++ccpo.odu.edu)
Tue, 11 May 1999 09:47:57 -0400
I am going to take a shot at this, I am sure Angus will correct me if I
am wrong. <g>
The reason leftLight->getPos(...) always returns the same value is that
unless you call pfFlatten the actual value of the geometry vertex (or in
your case the light pos) doesn't change.... It is just that by the time
the GL gets around to rendering that node the ModelView Matrix has all
the transforms above it in the scene graph. Of course this is the ONLY
options with a pfFCS of pfDCS since you CAN'T pfFlatten them.
A "sun" type light should probably be attached to a pfFCS that is above
the pfDCS you use to "navigate" through the scene. That way the frame
number can be used to drive the sun across the sky. Look into pfEngine
and see if you can understand it... it looks simple in practice but I
have never really cared enough to figure it out. <g>
I have a little function I use to draw a small sphere at that is at the
same point in the scene graph as my pfLight. That way I can "see" what
transforms are effecting my light and can visualize the light. (since
lights are invisible)
Now can anyone tell me why my texture border (0,0,0,0) is being
interpolated with the last texel instead of replacing it in areas where
the texture coordinates go out of the [0,1] range? (Yes, I set
PFTEX_CLAMP)
---------------------------------------------------------------
Larry E. Ramey ramey++at++ccpo.odu.edu
757-683-6276(office) 757-683-5335 (CAVE)
"I eat wierder things than you in my cereal" - Zaphod Bebblebrox
"They don't need to burn tha book, they just remove em" - Rage
This archive was generated by hypermail 2.0b2 on Tue May 11 1999 - 06:40:06 PDT