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 Jack <jack@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