Re: Basic Lighting for CAD
Tom Hawkins <[email protected]> Tue, 8 Sep 2009 18:24:26 -0400
| Newsgroups | gmane.comp.lang.haskell.hopengl |
|---|---|
| Message-ID | <[email protected]> |
On Tue, Sep 8, 2009 at 1:23 PM, Christopher Lane Hinson <[email protected]> wrote: > >> colorMaterial $= Enabled >> colorMaterial $= Just (FrontAndBack, AmbientAndDiffuse) > > Something's wrong. I don't think that should typecheck. IIUC setting > colorMaterial to Just or Nothing enables or disables it respectively. Yes, this is a type error. I forgot to remove it. Normalizing the normals and shutting off specular improved the scene the most. Thanks! > > A number of different things could be going wrong. To simplify things: > > * Set the light source position to Vector4 1 1 0 0 <-- note the last zero > This makes the light source infinite, which is a simpler lighting model. > > * Turn the specular lighting to zero, also for a simpler lighting model. > > (When you use specular and point lighting at the same time, you usually also > want to enable lightModelLocalViewer, but hold off until you have the basics > working.) > > * Turn colorMaterial off, and just use a plain blue sphere (e.g. > glutSolidSphere). > > * Follow the advice on the other thread about enabling GL_NORMALIZE. > > As you turn off features, you should see something conspicuous that > illuminates (sorry) the problem. > > Once you have a scene that looks reasonable, you can start re-enabling > features one by one. > > Friendly, > --Lane >