[Bf-committers] Very old game engine issue with Quad lamps
Ton Roosendaal
ton at blender.org
Sat Dec 4 11:36:29 CET 2004
Hi,
The "potato" ALT+Z viewmode is supposed to show a result compatible to
the engine, so the attennuation formula used can just be the OpenGL one
then.
Kester; you should feel free to update changes in engine with
drawmesh.c code as well. I will take care of committing this one
though. :)
Thanks,
-Ton-
On 4 Dec, 2004, at 5:50, Alexander Ewering wrote:
>
> On Sat, 4 Dec 2004, Kester Maddock wrote:
>
>> Hi Alexander,
>>
>> The lighting has changed since 2.25 (I assume this is for bug #1957
>> ?):
>>
>> 1. 2.25 game engine does not handle quadratic attenuation.
>> 2. Neither does the 3d view. (Except in 'fastshade' mode which is
>> lit in
>> software)
>> 3. The renderer's attenuation function is incompatible with OpenGL's
>> attenuation function. (Or I forgot to carry a 1 somewhere...)
>> 4. 2.25 did not do specular lighting correctly. (Per vertex specular
>> lighting
>> is ugly if the mesh is not tesselated enough.)
>
> Hi Kester,
>
> I just removed the comment signs from the place you mentioned in
> drawview.c,
> and hooray - the lighting is correct in the 3d view now.
>
> You mentioned that "per vertex specular lighting is ugly if the mesh
> is not
> tesselated enough" - yes, I perfectly agree. However, unless I'm
> missing something,
> specular lighting is still only done per-vertex.
>
> Make a Plane, make a light, same layer, set plane to "Light", add a
> Material,
> rotate the 3d view around - the specularity only distributes among the
> two triangles,
> unless i heavily subdivide the plane.
>
> | alexander ewering instinctive mediaworks
> | ae[@]instinctive[.]de http://www[.]instinctive[.]de
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Ton Roosendaal Blender Foundation ton at blender.org
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