I've checked in fixes to several shaders. Please test with current CVS. Some
of the shaders referenced glFrontMaterial.ambient even though a color mode
of AMBIENT_AND_DIFFUSE was set, which means that the fixed function pipeline
takes the ambient color from the vertex color. I don't know what the spec
says about this situation, but mixing the old pipeline with shaders is
deprecated and probably a fertile source of bugs. Also, I cleaned up some
other shader errors.
On Fri, Feb 12, 2010 at 9:28 AM, Erik Hofman <e...@ehofman.com> wrote:
> John Denker wrote:
> > On 02/11/2010 04:14 PM, jean pellotier wrote:
> >
> >> a temporary fix is to remove the "gl_FrontMaterial.ambient" part in 3
> >> files,
> >
> > Wow! Direct hit!
>
> I've tested the values whether the ambient/diffuse/specular/clouds/fog
> colors were withing the range 0.0 .. 1.0 and found no problems there.
>
> I did however find that chrome colors could exceed 1.0 (up to 1.2 I
> believe. Could this be a problem?
>
> See the values in /rendering/scene/chrome-light when this problem arises
> to test if it happens when chrome values exceed 1.0
>
That's not a problem. Color values are allowed to be any value and are
clamped at the end of the pipeline. However, we do some other clamping so
that the appearance isn't too different when shaders are turned on. We have
a general lighting problem: our ambient, diffuse and specular colors often
add up to more than 1.0, which means that the diffuse shading can be
completely washed out.
Tim
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