Search found 15 matches
- Tue Sep 07, 2010 3:50 pm
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
Now it works fine shagkur. Thank you so much, Hardware lighting will speed up my engine a lot. Also, for specular lighting I think i'll follow your path and use per-pixel lighting. Once again, thank you so much.
- Tue Sep 07, 2010 8:20 am
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
Well, I haven't tried much because I'm in the middle of my exams. However I've got it more-less working, though I still don't understand how can that be that two faces being at moreless the same distance from the light source can be lit or darken just depending on the orientation if we're not using ...
- Sun Sep 05, 2010 2:29 pm
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
Hey that's incredible
it looks really really good.
But I can't reproduce it in my own code, this is the relevant code I use. Could you tell me how you do it?
guVector lpos = {0,-50,50};
guVector ldir = {0,1,-1};
guVecMultiply(view,&lpos, &lpos);
guMtxInverse(view, inv);
guMtxTranspose(inv ...
it looks really really good.
But I can't reproduce it in my own code, this is the relevant code I use. Could you tell me how you do it?
guVector lpos = {0,-50,50};
guVector ldir = {0,1,-1};
guVecMultiply(view,&lpos, &lpos);
guMtxInverse(view, inv);
guMtxTranspose(inv ...
- Sat Sep 04, 2010 3:48 pm
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
Well, I'll be expecting some news.
If you have any doubts regarding the model format, just say it and I'll try to help
If you have any doubts regarding the model format, just say it and I'll try to help
- Sat Sep 04, 2010 8:35 am
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
Interesting...the thing is that most of the time I've been using GX_InitSpecularDir to set the light direction and half angle. Is it fixed in the svn?
Anyway, I've uploaded 6 compiled demos showing what I get. Comparing between software and hardware versions, the difference is clear: hardware ...
Anyway, I've uploaded 6 compiled demos showing what I get. Comparing between software and hardware versions, the difference is clear: hardware ...
- Fri Sep 03, 2010 10:37 pm
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
I'm testing your demos right now:
-demo 1 didn't compile
-demo 2 shows exactly the same error I'm describing with lights (it can be clearly seen in the ceiling)
-demo 3, everything looks fine here, but the light emitter is very far from the ground, so my eye doesn't notice any lighting effect
-demo ...
-demo 1 didn't compile
-demo 2 shows exactly the same error I'm describing with lights (it can be clearly seen in the ceiling)
-demo 3, everything looks fine here, but the light emitter is very far from the ground, so my eye doesn't notice any lighting effect
-demo ...
- Fri Sep 03, 2010 2:02 pm
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
I've downloaded it but it failed to compile, the errors are at gxdriver.cpp GX_InitTexObjUserData funtion and some others are not declared.
Any ideas?
Any ideas?
- Fri Sep 03, 2010 7:42 am
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
It's very very extrange.
I followed your suggestion and now I'm using the AF_SPOT also, it looks good but it has some limitations (So still have to use some software also). basically, the equation behind this part of the hardware works like this.
x = (Surface normal * halfvector)
d = distance ...
I followed your suggestion and now I'm using the AF_SPOT also, it looks good but it has some limitations (So still have to use some software also). basically, the equation behind this part of the hardware works like this.
x = (Surface normal * halfvector)
d = distance ...
- Thu Sep 02, 2010 8:52 pm
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
Ok, I've just done some more testing, these are the results
GX_DF_NONE, always 1.0f, this one works perfect
GX_DF_SIGNED, ranging from -1.0f (it substracts lighing from the ambien light) to 1.0f
GX_DF_CLAMP, ranging from 0.0f to 1.0f
3 looks exactly like SIGNED
I have slowed down the demo to ...
GX_DF_NONE, always 1.0f, this one works perfect
GX_DF_SIGNED, ranging from -1.0f (it substracts lighing from the ambien light) to 1.0f
GX_DF_CLAMP, ranging from 0.0f to 1.0f
3 looks exactly like SIGNED
I have slowed down the demo to ...
- Thu Sep 02, 2010 4:09 pm
- Forum: Bug Reports
- Topic: (libogc) hardware lights
- Replies: 25
- Views: 104323
Re: (libogc) hardware lights
Ok thanks, that will allow me to port part of my lighting system to hardware.
However, will diffuse attenuation be fixed in the future? because theoretically Wii hardware has diffuse attenuation support, and as you describe it, now it works as if this was always used:
GX_SetChanCtrl(GX_COLOR0A0,GX ...
However, will diffuse attenuation be fixed in the future? because theoretically Wii hardware has diffuse attenuation support, and as you describe it, now it works as if this was always used:
GX_SetChanCtrl(GX_COLOR0A0,GX ...