/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 > > -- > You received this message because you are subscribed to the Google Groups > "pyglet-users" group. > To post to this group, send email to [email protected]. > To unsubscribe from this group, send email to > [email protected]<pyglet-users%[email protected]> > . > For more options, visit this group at > http://groups.google.com/group/pyglet-users?hl=en. > > -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
