Re: osmesa and lighting
Saurabh <[email protected]> Wed, 22 Mar 2006 08:54:25 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
i've no idea how osmesa works, but i've seen the screenshot, and ithink that u might want to change the specular component of theballoon to the same colour as the ambient/diffuse of that material.tell me if this works. On 3/21/06, Bram Biesbrouck <[email protected]> wrote:> Hi all,>> I've been fighting with an OpenGL issue for two days straight now and you're> my final resort, please help me out.> I'm "porting" an QT-application (on Linux) that uses OpenGL (QGLWidget)> extensively to a batch-renderer, using osmesa(32). It all works out fine,> except for the lighting.>> To illustrate my problem, please take a look at> http://bisousucre.com/screenshots.png>> On the left, you see a rendering of my QT-application, on the right, the exact> same code, using osmesa instead of QGLWidget. Obviously, there's something> wrong with the lighting on osmesa, but I really can't figure out what it is!>> The textballoon you see uses the following settings:> ----initGL()-----> glViewport(0, 0, (GLsizei) 800, (GLsizei) 600);> glMatrixMode(GL_PROJECTION);> glLoadIdentity();> glOrtho(0.0, (GLdouble) 800, 0.0, (GLdou ble) 600, -1000, 1000);> glMatrixMode(GL_MODELVIEW);> glLoadIdentity();>> //for! transparency-support> glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);> //set-up lighting> glEnable(GL_LIGHTING);> glEnable(GL_LIGHT0);> //recalculate the surface-normals if we scale> glEnable(GL_NORMALIZE);>> -----display()-----> glEnable(GL_DEPTH_TEST);> glEnable(GL_CULL_FACE);> glEnable(GL_BLEND);>> Since both codebases (QT and osmesa) are practically the same, I assume> QGLContext does some additional initialisation that makes the light to> diffuse a lot more. However, I printed out all settings of GL_LIGHT0 and they> were the same for both cases.>> If anyone sees something obvious (or far less obvious) that I am missing, or> needs some additional info or testing, please tell/ask me.>> thanks,>> Bram> -----> FAQ and OpenGL Resources at:> http://www.geocities.com/SiliconValley/Hills/9956/OpenGL>> --> Author: Bram Biesbrouck> INET: b@beligum. org>> Fat City Hosting, San Diego, California -- http://www.fatcity.com> ----------------! -----------------------------------------------------> To REM! OVE yourself from this mailing list, send an E-Mail message> to: [email protected] (note EXACT spelling of 'ListGuru') and in> the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L> (or the name of mailing list you want to be removed from). You may> also send the HELP command for other information (like subscribing).> ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Saurabh INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).