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Thread: Light in Finite Distance

  1. #1
    Junior Member Newbie
    Join Date
    Oct 2003
    Location
    Prague, Czech Rep., Europe
    Posts
    7

    Light in Finite Distance

    Hi All. Is there somebody who knows to solve the following problem (if is it solvable at all):

    For purpose of the scene lighting in OpenGL are generally supposed the distance from the light to the illuminated vertex is INFINITE, i.e. the scene is illuminated by parallel bunch of beams. Does some way exist how to place the light in FINITE distance from the scene? I need light the scene up by divergent bunch of beams.

    Thanks in advance.

  2. #2
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,421

    Re: Light in Finite Distance

    Positional light, why not?

    pos={0, 0, 0, 1}; //4th component makes it a positional light
    glLight(GL_LIGHTx, GL_POSITION, pos);


    read the red book.
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  3. #3
    Junior Member Newbie
    Join Date
    Oct 2003
    Location
    Prague, Czech Rep., Europe
    Posts
    7

    Re: Light in Finite Distance

    Tank You V-man, it operates well. I've already tried it, but with wrong coords of light -) therefore I was confused. Bye.

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