Forums > Jitter

OpenGL Lighting questions.

February 16, 2006 | 5:01 am

Quick Question here

perhaps Ive grossly missed something (very possible), but the only
lighting control ive seen is with the jit.gl.render lighting
attributes, which seems to only apply to the ‘world light’.

how does one create other lights, beside explicitly sending openGL
commands to jit.gl.sketch?

small feature request (?) – perhaps a jit.gl.light with some options
for spotlights (radius, direction, intensity, spread, etc?) Ive just
gotten into getting heavy with lighting on jit.gl.render, and man it
adds so much flavor to a scene when lighting is dynamic. it would be
great to have a jitter object to mix it up some more.

Just a thought.

Also, small note re lighting in general, in the tutorial patch,
mat_ambient, mat_diffuse and mat_specular to the jit.gl.gridshape and
light_ambient, light_diffuse and light_specular to jit.gl.render are
all being sent as a list of 3 floats, (RGB), however when control-
option clicking jit.gl.gridshape & jit.gl.render, it lists their
input as float array[4]. Ive tried playing with the alpha component
to these messages in my own patches, but it only seems to effect
mat_specular, but that could be my imagination.

Comments/thoughts?

Thanks again.

v a d e //

http://www.vade.info
abstrakt.vade.info

I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I
LIVE! I LIVE! I LIVE! I LIVE!

You will not be saved by the Holy Ghost. You will not be saved by the
God Plutonium.

In fact, YOU WILL NOT BE SAVED!


February 16, 2006 | 5:07 am

Apologies, I forgot to mentioned that the tutorial patch I am
referring to is 35jLightingAndFog.pat

thanks.

v a d e //

http://www.vade.info
abstrakt.vade.info

I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I
LIVE! I LIVE! I LIVE! I LIVE!

You will not be saved by the Holy Ghost. You will not be saved by the
God Plutonium.

In fact, YOU WILL NOT BE SAVED!


February 16, 2006 | 3:07 pm

I second the question -

I’m working on a project where I’ve modeled a (.obj) vintage 50′s TV
screen. The model is working perfectly for creating a custom glass
warp distortion and mask, but the next level is to manipulate the
lighting to achieve reflection/glare/shading – no luck so far.

-deKam


February 16, 2006 | 4:34 pm

I’m pretty sure you could write a shader to calculate "virtual light
sources" to get the effect you’re looking for. The gooch shader had
some nice specular highlights. May be a place to start.

wes


February 16, 2006 | 4:51 pm

what would one bind the shader to, if you want to to effect the whole
scene?

comments re jit.gl.light request, or adding other lights sans writing
custom shaders?

v a d e //

http://www.vade.info
abstrakt.vade.info

I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I
LIVE! I LIVE! I LIVE! I LIVE!

You will not be saved by the Holy Ghost. You will not be saved by the
God Plutonium.

In fact, YOU WILL NOT BE SAVED!


February 16, 2006 | 8:55 pm

>>
>> perhaps Ive grossly missed something (very possible), but the
>> only lighting control ive seen is with the jit.gl.render lighting
>> attributes, which seems to only apply to the ‘world light’.
>>
>> how does one create other lights, beside explicitly sending openGL
>> commands to jit.gl.sketch?
>

Currently, for additional lights you would need to use jit.gl.sketch
and the corresponding GL commands. Originally we had planned a
jit.gl.light object for Jitter 1.5, but it did not make it into the
release. Perhaps one will make it into JItter 1.5.3 or 1.5.4.

However, in theory one could make a jit.gl.sketch object which sets
up the lighting and leaves it on, thus making something like a
jit.gl.light implementation as a subpatcher. Can try to find time to
make such an example if people aren’t able to figure it out.

-Joshua


February 16, 2006 | 8:56 pm

On Feb 16, 2006, at 8:51 AM, vade wrote:

> what would one bind the shader to, if you want to to effect the
> whole scene?

Every object. Note a shader can be bound to more than one object.

-Joshua


February 17, 2006 | 12:33 am

Thanks for the info.

If I could be so bold as to make an official "request" for a
jit.gl.light object, that would rock, however a jit.gl.sketch
subpatcher can easily enough be created. Ill be happy to share it
with the list once I make it (and its not embarrassing :)

Thanks -

v a d e //

http://www.vade.info
abstrakt.vade.info

I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I
LIVE! I LIVE! I LIVE! I LIVE!

You will not be saved by the Holy Ghost. You will not be saved by the
God Plutonium.

In fact, YOU WILL NOT BE SAVED!


February 17, 2006 | 12:35 am

Thanks for the info.

If I could be so bold as to make an official "request" for a
jit.gl.light object, that would rock, however a jit.gl.sketch
subpatcher can easily enough be created. Ill be happy to share it
with the list once I make it (and its not embarrassing :)

Thanks -

v a d e //

http://www.vade.info
abstrakt.vade.info

I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I LIVE! I
LIVE! I LIVE! I LIVE! I LIVE!

You will not be saved by the Holy Ghost. You will not be saved by the
God Plutonium.

In fact, YOU WILL NOT BE SAVED!


February 19, 2006 | 6:10 pm

That is excellent – how do the lights created in jit.gl.sketch work in
relation to the other jit.gl.* objects? Once you create a light in
sketch, does it affect everything being rendered?


February 20, 2006 | 3:19 am

If it is light #1 or higher it should (unless you’ve enabled the
protective OpenGL attribute stack push/pop sequence with ";jitter
glattribpush 1". this is disabled by default)

-Joshua


Viewing 11 posts - 1 through 11 (of 11 total)