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 Gumm.

No, I haven't been converting the tutorials to pyglet batches. I've
been sticking fairly closely to the original pyopengl tutorial source.
My source is all here:
https://bitbucket.org/tartley/tutorials/src/tip/pyopengl/

The only substantive changes I've made are:
a) remove use of arrays, as previously mentioned
b) Alter the parameter values used to initialise lights, from tutorial
6 onward.

I probably made a mistake in typing / copying the tutorial code, but I
made change (b) because the once the tutorials introduce specular
highlights, the lighting parameters produce strange-looking results
for me. The ambient and diffuse terms are so low the the sphere is
practically black if I turn off specular highlights. I boosted these
terms from around 0.1 to around 0.6, in materials and lighting. Plus,
the specular highlight itself is massive, covering a full half of the
sphere. Does anyone else see this? Or did I just break the tutorial
code somehow? I reduced the specular highlight size by changing the
material shininess from 0.995 to 50. This produced a result much more
in keeping with what I was expecting to see. All three components of
the lighting (ambient, diffuse and specular) are now clearly visually
distinguishable. I also made the material's specular color equal to
white, and made each light source's color closer to white, just to
give a more 'real-world' looking image.

  Jonathan

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