On Jul 9, 7:33=A0am, fungus <openglMYSO...@[EMAIL PROTECTED]
> wrote:
> On Jul 8, 11:02=A0am, Spacen Jasset <jmspash...@[EMAIL PROTECTED]
> wrote:
>
> > Here are some screen shots that show the lighting way out on linux:
>
> I think the problem is texture, not lighting. One has texture, one
> doesn't.
>
> > Before geometry output:
>
> > m.texture.bind();
> > glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> > glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> > glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
>
> This might be the problem. Some drivers don't like to change the min/
> max
> filters after you set the texture image. To change the filters they
> would have
> to recalculate all the mipmaps, etc., and this isn't always easy to
> do.
>
> Technically they could do it, but in practice some don't.
So far this doesn't seem to be the problem - in the screen shot you
can just about see the textures, except they appear over saturated. I
am currently stripping out lots of code down to the minimum to see if
I can find the problem. It doesn't work with texuring disabled either.
But I notice if I resize the SDL window, sometimes I get a specular
like effect, but it's all jagged and horid, nothing like the windows
or nvidia versions. I'll post back if and when I find out any more.
My render is correct (I think):
OpenGL vendor string: Tungsten Graphics, Inc
OpenGL renderer string: Mesa DRI Intel(R) 965GM 4.1.3002 x86/MMX/SSE2
OpenGL version string: 1.4 Mesa 7.0.3-rc2
OpenGL extensions:


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