/offtopic: for some reason, all of your recent emails show up *twice*.

On Mon, Nov 1, 2010 at 4:25 PM, Jonathan Hartley <[email protected]>wrote:

> On Nov 1, 2:51 pm, B W <[email protected]> wrote:
> > On Sun, Oct 31, 2010 at 4:50 PM, Jonathan Hartley <[email protected]
> >wrote:
> >
> > > For the record, I'm working through these pyopengl tutorials right
> > > now. In case anyone else with old hardware is considering it, you
> > > should know:
> >
> > > It's all been plain sailing up until the seventh tutorial, which adds
> > > multiple light sources:
> > >http://pyopengl.sourceforge.net/context/tutorials/shader_7.xhtml
> >
> > > I'm stuck on number 4. My problem is with the shader code, which
> operates
> >
> > on the same color buffer for both sets of vertices. This doesn't fit in a
> > consolidated batch paradigm. Not entirely stuck; I'm thinking now two
> > batches will be needed, or two shaders. (Or maybe I'll just skip this
> one,
> > which appears would be best solved as it is. It is conceptual, not
> something
> > I envision doing in a real application.)
> >
> > Did you convert these examples to Pyglet batches, Jonathon? I'm curious
> to
> > see what you've accomplished.
> >
> > Gumm
>
> Hey.
>
> No, I haven't converted them to pyglet batches. I'm just using pyglet
> to provide a window. I've stuck pretty close to the source code
> directly from the pyopengl tutorials.
>
> My source is here:
> https://bitbucket.org/tartley/tutorials/src/71791893891b/pyopengl/
> (except somehow I managed to lose my version of tutorial 4, I think I
> saved over it with tutorial 5.)
>
> The only significant deviations I've made from the original tutorial
> source are:
>
> a) remove all use of uniform arrays, as I mentioned before.
> b) From tutorial 6 onwards, the RGBA values for lighting & materials
> seem strangely chosen, to me. The specular highlights are so large
> that they cover fully half of the sphere, and the other components are
> so dark that the circle is pretty much black if you comment out
> specular highlights. Is this just me, or do other people see the same?
> To fix it, I turned up the ambient and diffuse brightnesses (both
> light and material) to about 0.6, made the material colored and
> changed the lights to be nearer to white, and I increased the material
> shininess from 0.995 to about 50, much reducing the specular
> highlights in size. This generates images more in keeping with how I
> expected it to look. The three components (ambient, diffuse and
> specular) can now be all be clearly seen and visually distinguished.
>
> When I'm done I'm going to return to this other tutorial:
>
> http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html
> which I started yesterday, but abandoned because in my translation
> from C to Python, I've failed to get anything visible to show up.
> Maybe I can figure how I broke it with fresh eyes later tonight.
>
>  Jonathan
>
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-- 
Tristam MacDonald
http://swiftcoder.wordpress.com/

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