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Mulligan

Hemicube question

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I have a working hemicbe and am experimentig on working with point lights, i think thats the rght name. One of those lights that you dont see, its just a point in space that shoots light out in all directions. My implementation now renders an OpenGL sphere quadratic where the light is. This works, but addin up all the light in the hemicube, the total is really small, i have to multiply the light by 750 to get a decent value between 0 and 255. Problem with it is that the light fades rapidly over short distances. The light close to one wall will light it well, bt the lghtis never ast far at all. Any known wa of making it fade a bit slower over over a distance? I hope that made some sense.

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So......... you''re using quadrics to light the scene??!

Intersting approach.....

With GL lights, I would recommend making sure that the attenuation factors are big on each light..... you set them like this

glLightf( GL_LIGHTx, GL_CONSTANT_ATTENUATION, 5.0);

There is GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION, and GL_QUADRATIC_ATTENUATION.... fool around with each of them....

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