> Date: Mon, 17 Mar 2003 18:04:33 -0800 > From: Monica Sleumer <[EMAIL PROTECTED]> > > Thanks for your help. > > The combination of setting the shininess to 1 and the specular color to > something near black has solved the problem. Just doing one of the two > doesn't work.
You're welcome, glad things are working for you now. > I also used GeometryInfo to recalculate the normals, and now the > cylinders look round instead of faceted, so that's an added bonus. That > must be an indication of the "small diffuse shading errors" you > mentioned. It turns out that GeometryInfo has an extra constructor that > takes a GeometryArray which was not mentioned in the JavaDoc API, so it > was easier to use than I expected. More likely the vrml models just used duplicate normals for each facet. I thought the facetted effect was intentional so I didn't mention that. GeometryInfo should give you unit-length normals, so you shouldn't need to set the specular color to black after using it. Unless you want absolutely no specular lighting effects. > I've also added a PolygonAttributes component to cull the back-facing > polygons, but that doesn't seem to make any difference. It should improve your rendering speed since you'll be rendering half the polygons on average. You can use the stripication feature of GeometryInfo to reduce your vertex count as well for increased performance. > >Your video driver should have a setting for gamma correction, which > >adjusts the relative brightness of the dark areas with respect to the > >light areas. You should set all your monitors to the same gamma if want > >to compare colors between them. Standard "linear" gamma is 2.2 (with > >respect to the dynamic range of the human visual system) but most > >monitors tend to set at 1.0 because that seems to be what most GUI and > >game developers design for. > > > > > I still have to look into this. It may explain why our application looks > so different between different operating systems and video cards. If you were indeed using non-unit-length normals, then the effect that would have on rendering is probably device-dependent, so that may explain your inconsistent results as well. -- Mark Hood =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".