Bug 1105 : OpenGL rendering ignores 4x-Smoothing, specular, ambient, emissive and shininess
Last modified: 2009-02-19 18:25




Status:
RESOLVED
Resolution:
DUPLICATE of bug 958
Priority:
P2
Severity:
normal

 

Reporter:
bohnacker
Assigned To:
fry

Attachment Type Created Size Actions

Description:   Opened: 2008-12-19 01:13
In Processing 1.0.1 (and since 0149) 4x-Smoothing, specular, ambient,
emissive and shininess seems to be ignored in the OpenGL-Renderer.

The code below produces the same output with OPENGL and P3D in Processing
0148 and with P3D in all versions (0148 and above), but not with OPENGL in
all versions since 0149. 2x-Smoothing worked again for me in Processing 1.0.

I'm using Mac OS X 10.5.5 on a MacBook Pro (maybe the graphic card is
important too: GeForce 8600M GT).

When I run this code, both spheres appear in the same gray color:
-------
import processing.opengl.*;

size(100, 100, OPENGL);
hint(ENABLE_OPENGL_4X_SMOOTH);

background(0);
noStroke();

directionalLight(102, 102, 102, 0, 0, -1);
lightSpecular(204, 204, 204);
ambientLight(102, 102, 102);

directionalLight(102, 102, 102, 0, 1, -1);
lightSpecular(102, 102, 102);
ambientLight(102, 102, 102);

translate(20, 50, 0);
specular(51, 51, 51);
ambient(0, 0, 0);
shininess(0.0);
emissive(0, 0, 0);
sphere(30);

translate(60, 0, 0);
specular(200, 0, 0);
ambient(0, 100, 0);
shininess(5.0);
emissive(0, 0, 50);
sphere(30);
------
Additional Comment #1 From BATzerk 2008-12-28 18:38
Yeah, I'm having the same issue as you are, bohnacker: OPENGL doesn't seem
to acknowledge 4x-Smoothing, specular, ambient, emissive, shininess, or
ambientLight. In fact, the operation lights() produces a nearly pitch-black
room (save for one directional light lighting up the room a little on one
side).

I'm using Processing v1.0.1... why do the later versions and OPENGL not
seem to work together properly?
Additional Comment #2 From fry 2009-02-19 18:25


*** This bug has been marked as a duplicate of 958 ***