As an example of the kind of rendering errors I want to get rid of,
check out:
        http://www.npl.com/~jon/

It is a jpeg so some amount of loss has happened, but you can still easily see
the problem.  All I did was have GLUT draw a sphere of about 20 slices by 10
stacks.  There is no specular or ambient, and I used the default settings for
LIGHT0.

As you can see, except where the lighting is really bright, the seam between
polygons is brighter than the interior of polygons.  So, even when doing no
specular, there's still some rather poor rendering.  I never got this kind of
error in my own Gouraud engine, so my guess is that this is caused primarily by
using fixed point math.  Am I wrong here???

If it helps at all, I uploaded my source file (VERY brief).  Also, I got
virtually identical results between OpenGL under Windows and Mesa on my Linux
box.

Thanks!

Jonathan Dinerstein
[EMAIL PROTECTED]



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