On Fri, 26 Mar 2021 13:58:30 GMT, Nir Lisker <nlis...@openjdk.org> wrote:
>> I think I corrected the GL pipeline issue. The dot product should have used >> the negative light direction. It worked for me because I was testing in the >> -1 z direction instead of the +1. I still don't know why Mac and Linux would >> have given different results. This is what I get after the commit: >> >>  > > If you want to test aiming the light with transforms instead of a direction > vector, I modified the `NGSpotLight` and `AttenLightingSample` files to use > the rotation transforms. > > [transforms.zip](https://github.com/openjdk/jfx/files/6212221/transforms.zip) The problem with the hole in the spotlight on Mac is fixed. The remaining problems seem to be related to the way range is treated. Maybe there is a problem with a scale somewhere? This is on a retina display with 2x scaling. Here are two sample pictures that illustrate what I mean. The first is on Windows, and the second is on Mac.  <img width="1212" alt="SpotLight-range-macOS" src="https://user-images.githubusercontent.com/34689748/114226651-b2a79200-9928-11eb-9231-ed9d58ef891e.png"> Also, I still see some unrelated problems on Linux, but since it is a VirtualBox guest running on my Windows host, I'm not sure how valid a test it is. I have to set `-Dprism.forceGPU=true` to get any 3D on that machine. @arapte was going to try it on a different system (also a VM image, but different system and graphics card). I'm less worried about this one as long as physical Linux box that actually reports 3D support works correctly. So I think we're down to the range and/or scaling being wrong on Mac. Possibly in retina mode only. As for setting the spot light direction using rotation, I think there are three API choices, and I don't like the third since it is inconsistent, so really two choices. 1. No direction property in the SpotLight API. A vector of `(0,0,1)` is transformed from the local coordinate space of the light into world coordinates and used as the direction. 2. Add a direction property to the SpotLight API, with a default of `(0,0,1)`. That direction vector is transformed from the local coordinate space of the light into world coordinates and used as the direction. 3. Add a direction property to the SpotLight API, with a default of `(0,0,1)`. That vector is use as the direction without regard to any transforms. Option 2 is the most flexible. I think option 1 is fine, since we can always compatibly add a direction vector in the future (giving us option 2 later). As I mentioned, option 3 is inconsistent, so let's not do that one. ------------- PR: https://git.openjdk.java.net/jfx/pull/334