Hello
I am working on polishing up a custom consumer rendering patch for
10.6 compatibility, and have finally gotten around to adding what
appears to be proper normals for lighting. In experimenting with the
new 10.6 lighting patch I've noticed that the shadow option ... "does
weird stuff" to my consumer rendering, so I'm assuming I'm not
restoring state or drawing in a way that it expects, because things
just break with it. Im not able to get new textures on to my vertices,
I see no shadows, but my geometry continues to update. Im using the
standard QCPluginImageProvider methods to lock buffer representation/
bind to context etc.
How do shadows work internally, and how does one make sure (using the
public API) that shadows can/will work with custom Consumers rendered
in non immediate mode (VBO via glDrawElements)? Is there some key
state that needs to be maintained before/after execute at time? As far
as I am aware I am playing it safe with my state saving/restoration
code.
And while we are at it, what does one have to do to maintain GLSL
macro patch compatibility, specifically with regard to images/active
textures.
For what its worth, Im working my heavily modified GLHeighfield / Rutt
Etra plugin, and would love to have it working as well as possible
within the QC ecosystem of patches. Heres a quick sample of where its
at: http://vimeo.com/6553710
Thanks,
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