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> ----------------!
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Author: Saurabh
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