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ATI directional light problem

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i have a 32-ATI Graphics Card,i get a runtime error when i use directional lighting in my program. the same program works fine on GeForce Cards. What is the Problem ?

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Quote:
Original post by eGamer
anyway if i have broken something then why it worked fine on Geforce Cards ?


because NV cards tend to be more forgiving of programmer error than ATI cards and something as simple as a problem with the directional lighting would have been spotted by now.

also, it was the best reply I could give given the lack of infomation provided by yourself

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here is the code that caused the problem:

float ambient[] = {1.0f,1.0f,1.0f};
float diffuse[] = {1.0f,1.0f,1.0f};
float position[]= {0,80,0,0};

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix

glTranslated(0,0,-10);

static float yRot = 0;
glRotated(yRot,0,1,0);
glRotated(yRot-0.5,1,0,0);
glRotated(yRot-0.3,0,0,1);

yRot++;

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);

glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
glLightfv(GL_LIGHT0,GL_POSITION,position);

glBegin(GL_QUADS);
// front facing polygon : counter clockwise
// up face
glNormal3d(0,1,0);glVertex3d(-1,2, 1);
glNormal3d(0,1,0);glVertex3d(+1,2, 1);
glNormal3d(0,1,0);glVertex3d(+1,2,-1);

glNormal3d(0,1,0);glVertex3d(-1,2, 1);
glNormal3d(0,1,0);glVertex3d(+1,2,-1);
glNormal3d(0,1,0);glVertex3d(-1,2,-1);

// front face
glNormal3d(0,0,1);glVertex3d(-1,0,1);
glNormal3d(0,0,1);glVertex3d(+1,0,1);
glNormal3d(0,0,1);glVertex3d(+1,2,1);

glNormal3d(0,0,1);glVertex3d(-1,0,1);
glNormal3d(0,0,1);glVertex3d(+1,2,1);
glNormal3d(0,0,1);glVertex3d(-1,2,1);

// right face
glNormal3d(1,0,0);glVertex3d(+1,0,+1);
glNormal3d(1,0,0);glVertex3d(+1,0,-1);
glNormal3d(1,0,0);glVertex3d(+1,2,-1);

glNormal3d(1,0,0);glVertex3d(+1,0,+1);
glNormal3d(1,0,0);glVertex3d(+1,2,-1);
glNormal3d(1,0,0);glVertex3d(+1,2,+1);


// left face
glNormal3d(-1,0,0);glVertex3d(-1,0,+1);
glNormal3d(-1,0,0);glVertex3d(-1,2,+1);
glNormal3d(-1,0,0);glVertex3d(-1,2,-1);

glNormal3d(-1,0,0);glVertex3d(-1,0,+1);
glNormal3d(-1,0,0);glVertex3d(-1,2,-1);
glNormal3d(-1,0,0);glVertex3d(-1,0,-1);


// back face
glNormal3d(0,0,1);glVertex3d(-1,0,-1);
glNormal3d(0,0,1);glVertex3d(-1,2,-1);
glNormal3d(0,0,1);glVertex3d(+1,2,-1);

glNormal3d(0,0,1);glVertex3d(-1,0,-1);
glNormal3d(0,0,1);glVertex3d(+1,2,-1);
glNormal3d(0,0,1);glVertex3d(+1,0,-1);


// down face
glNormal3d(0,-1,0);glVertex3d(-1,0,+1);
glNormal3d(0,-1,0);glVertex3d(-1,0,-1);
glNormal3d(0,-1,0);glVertex3d(+1,0,-1);

glNormal3d(0,-1,0);glVertex3d(-1,0,+1);
glNormal3d(0,-1,0);glVertex3d(+1,0,-1);
glNormal3d(0,-1,0);glVertex3d(+1,0,+1);
glEnd();

return TRUE;
}



[Edited by - evolutional on June 15, 2005 6:37:55 AM]

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Guest Anonymous Poster
Quote:
Original post by _the_phantom_
Quote:
Original post by eGamer
anyway if i have broken something then why it worked fine on Geforce Cards ?


because NV cards tend to be more forgiving of programmer error than ATI cards and something as simple as a problem with the directional lighting would have been spotted by now.

also, it was the best reply I could give given the lack of infomation provided by yourself




here is the code that caused the problem:

float ambient[] = {1.0f,1.0f,1.0f};
float diffuse[] = {1.0f,1.0f,1.0f};
float position[]= {0,80,0,0};

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix

glTranslated(0,0,-10);

static float yRot = 0;
glRotated(yRot,0,1,0);
glRotated(yRot-0.5,1,0,0);
glRotated(yRot-0.3,0,0,1);

yRot++;

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);

glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
glLightfv(GL_LIGHT0,GL_POSITION,position);

glBegin(GL_QUADS);
// front facing polygon : counter clockwise
// up face
glNormal3d(0,1,0);glVertex3d(-1,2, 1);
glNormal3d(0,1,0);glVertex3d(+1,2, 1);
glNormal3d(0,1,0);glVertex3d(+1,2,-1);

glNormal3d(0,1,0);glVertex3d(-1,2, 1);
glNormal3d(0,1,0);glVertex3d(+1,2,-1);
glNormal3d(0,1,0);glVertex3d(-1,2,-1);

// front face
glNormal3d(0,0,1);glVertex3d(-1,0,1);
glNormal3d(0,0,1);glVertex3d(+1,0,1);
glNormal3d(0,0,1);glVertex3d(+1,2,1);

glNormal3d(0,0,1);glVertex3d(-1,0,1);
glNormal3d(0,0,1);glVertex3d(+1,2,1);
glNormal3d(0,0,1);glVertex3d(-1,2,1);

// right face
glNormal3d(1,0,0);glVertex3d(+1,0,+1);
glNormal3d(1,0,0);glVertex3d(+1,0,-1);
glNormal3d(1,0,0);glVertex3d(+1,2,-1);

glNormal3d(1,0,0);glVertex3d(+1,0,+1);
glNormal3d(1,0,0);glVertex3d(+1,2,-1);
glNormal3d(1,0,0);glVertex3d(+1,2,+1);


// left face
glNormal3d(-1,0,0);glVertex3d(-1,0,+1);
glNormal3d(-1,0,0);glVertex3d(-1,2,+1);
glNormal3d(-1,0,0);glVertex3d(-1,2,-1);

glNormal3d(-1,0,0);glVertex3d(-1,0,+1);
glNormal3d(-1,0,0);glVertex3d(-1,2,-1);
glNormal3d(-1,0,0);glVertex3d(-1,0,-1);


// back face
glNormal3d(0,0,1);glVertex3d(-1,0,-1);
glNormal3d(0,0,1);glVertex3d(-1,2,-1);
glNormal3d(0,0,1);glVertex3d(+1,2,-1);

glNormal3d(0,0,1);glVertex3d(-1,0,-1);
glNormal3d(0,0,1);glVertex3d(+1,2,-1);
glNormal3d(0,0,1);glVertex3d(+1,0,-1);


// down face
glNormal3d(0,-1,0);glVertex3d(-1,0,+1);
glNormal3d(0,-1,0);glVertex3d(-1,0,-1);
glNormal3d(0,-1,0);glVertex3d(+1,0,-1);

glNormal3d(0,-1,0);glVertex3d(-1,0,+1);
glNormal3d(0,-1,0);glVertex3d(+1,0,-1);
glNormal3d(0,-1,0);glVertex3d(+1,0,+1);
glEnd();

return TRUE;
}




edit by evolutional- Source tags, people, source tags!

[Edited by - evolutional on June 15, 2005 6:12:34 AM]

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