On 11 Jul, 02:25, "jbwest" <jbw...@[EMAIL PROTECTED]
> wrote:
> "Gernot Frisch" <m...@[EMAIL PROTECTED]
> wrote in message
>
> news:6dml1sF3d7skU1@[EMAIL PROTECTED]
>
>
>
>
>
> >> 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.
>
> > Oh NO! I have a function that relies on this to work. Luckily noone
> > complained before.
>
> > Would I have to re-upload all the images again otherwise? <****vers\>
>
> are your normals normalized? Is there a non-normalizing transform in
play ?
> It looks like a specular light problem. Do you have separate specular
turned
> on ? (you should).
>
> jbw
I load the normals from a lightwave .obj file, and I did in the past
check them to make sure they are of length 1. I'll recheck that again
to make sure they are the right length and point the right way and so
on. I'd expect it to not work on all cards if that was wrong though.
I have no scaling transfoms, only translation and rotation. But I
could turn on the automatic normalisation option in opengl I guess.
Interestingly enough when OpenGL Renderer is: GLX Mesa indirect on a
vmware installation the same problem occurs, this means that there is
something wrong in my code doesn't it? As mesa is doing all the
rendering and not using DRI?


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