wierd...light clipping...or something [edited]
i was just wondering...i noticed when i move my "camera" back from a red colored sphere which has light shining on a portion of it, the light begins to cover the entire sphere as i move back, then it goes back to normal, then the sphere lights all the way up, then it goes back to normal, etc. etc. as long as i keep moving back. any reason why its doing this? i know that when two faces lie on eachother very closely this type of thing occurs. could it possibly be the size of the sphere?
Not sure, but my guess is that the normals are not being clamped between 0 and 1, in which case changing the angle of view will do weird things to the light intensity. Moving further away from the polygon will change the angle of view.
Look at glEnable(GL_NORMALIZE) and glEnable(GL_RESCALE_NORMAL).
Look at glEnable(GL_NORMALIZE) and glEnable(GL_RESCALE_NORMAL).
Possibly Related Threads...
| Thread: | Author | Replies: | Views: | Last Post | |
| Transforming directional light to eye space in GLSL | Coyote | 4 | 4,763 |
Dec 8, 2009 03:16 PM Last Post: Coyote |
|
| SDL & SGE Clipping Problems | merrill541 | 1 | 2,083 |
Sep 12, 2009 10:27 PM Last Post: merrill541 |
|
| OpenGL Blending for 2D Light Effects | metacollin | 10 | 10,548 |
Jun 6, 2009 12:51 AM Last Post: NelsonMandella |
|
| light attenuation | NelsonMandella | 2 | 3,178 |
Jun 4, 2009 03:28 PM Last Post: reubert |
|
| SDL Clipping Issue | Talyn | 14 | 4,057 |
Jul 15, 2008 11:20 AM Last Post: Talyn |
|

