Hello Carsten,
yes, that fixes the problem for Dither shadows. Thanks.
My colleagues yet reported another issue.
After switching the pixel format and recreating the GL context, the
ShadowViewport seems to be damaged as well.
I guess Textures, FBO and so on need also to be recreated for the new
context.
Is there a smart way to do so?
Thanks,
Michael
Am 31.01.2012 21:55, schrieb Carsten Neumann:
Hello Michael,
thanks for sending the plain text files!
On 01/31/2012 12:44 PM, Michael Raab wrote:
Am 31.01.2012 16:55, schrieb Carsten Neumann:
On 01/31/2012 07:27 AM, Michael Raab wrote:
OpenGL trace is attached. A tried to capture 3 states:
- 1.) No shadows
- 2.) 1 shadow light source enabled
- 3.) shadow light source disabled
1) and 3) make identical OpenGL calls, so it seems the basic logic
that no shadow related calculations happen when there are no light
sources works.
There is however an interesting difference in the beginning of the
logs between case 1 and 2: in 2)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {0, 0, 0, 1}) is used to change
the global ambient without it being restored AFAICT.
Can you give the attached patch a try? It simply adds GL_LIGHTING_BIT
to the glPushAttrib() call in DitherShadowMap::render() - so it will
only work for that mode, the other probably need a similar adjustment.
Cheers,
Carsten
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