Yes, it's perfectly right. The GPU is computing the lighting at the level of vertexes, so always a quad or triangle will be either completely affected by light or completely unlighted. If you want to have it more selectively, you'll have to split your long quads into fine grained triangle strips. The more vertexes you have in the strips, the better the lighting effect you will get.
Cheers, Florin -----Ursprüngliche Nachricht----- Von: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED] Auftrag von Rick Brownrigg Gesendet: Montag, 20. September 2004 20:02 An: [EMAIL PROTECTED] Betreff: [JAVA3D] Lights and bounds? I've got a scene consisting of long, narrow quads, and I'd like to selectively illuminate only portions of those quads. I set up some light sources with the desired bounding boxes, but what I'm seeing is that if the bounding box intersects *any* part of the quad, the entire quad is subject to illumination from the light, including those portions well outside of the box. (The same is true using Fog instead of lights). My question: Does this sound right to anybody/everybody -- is this what should be expected, or am I missing something? Thanks, Rick Brownrigg =========================================================================== 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". =========================================================================== 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".