Am 10.01.2013 18:38, schrieb Jack:
Le 10/01/2013 16:22, Max a écrit :
Am 10.01.2013 um 12:34 schrieb Jackjack@rybn.org:
Le 10/01/2013 11:57, Klemens Schmiady a écrit :
Am 10.01.2013 11:40, schrieb Cyrille Henry:
hello,
i can't reproduce this. is there anything special to do in the patch? cheers c
Le 10/01/2013 11:06, Klemens Schmiady a écrit :
Hey there,
the sphere in combination with the lighting leads to strange artefacts as shown in the .jpg. Looking for a solution.
I think, this is because your viewpoint come too close to your geo (sphere). Put a [max 2] (for example) on your Z axis for the viewpoint to avoid collision.
i don't think it's that. i simplified the patch a bit more:
with GEM: ver: 0.93.3 GEM: compiled: Nov 10 2011 i have the same phenomenon here.
Yep, you are right Max. I think it was a problem with the near clipping plane of the frustum. But i was wrong... Cyrille, your patch seems to have the same problem if you put an alpha = 0.5, or i am wrong ? Here a patch that enable culling. Hoping it helps to solve _this_ problem. ++
Jack
PS : dont't forget to start by rendering the light before geos with an argument in [gemhead] ;)
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I implemented your patch into what I'm working on at the moment but the light goes all crazy and I don't know anything about openGL. The lightsource should be in the center of the patch somehow. Can you please help me with that!
Thanks,
Klemens