Hi John,
As you have correctly observed, GL is the right place to handle shadows,
but this is not available yet. A model with light and surfaces to
project shadows onto may be implemented in TGeo itself using ray
tracing, but this would be much slower. I attached the expert in GL and
EVE who may know more.
Best regards,
Andrei
John Idarraga wrote:
> Hello
>
> Seems like shadows are more a render-time issue. In that case the TGeo
> package does not have to deal with that at all, am I right ? Then my
> question changes to. How do I access those properties ? Apparently
> OpenGL does not support shadow rendering directly. But GLUT has
> examples on how to use the stencil buffer which seems to be an appealing
> option. It would be nice to see shadows projected on any type of
> surface. Like an sphere. Anyway, I have no clue on how to access those
> tools.
>
> I am guessing that through the EVE set of classes one should find it's
> way to the GL internals.
>
> thanks,
>
> John Idarraga
>
> On Thu, 2009-11-12 at 12:13 -0500, John Idarraga wrote:
>> Hello people, >> >> A question regarding the TGeo package. Suppose you define a volume (a >> box for example) and then, say, somehow you define a light source. You >> want to see the shadow of that image in a given plane in the space. And >> better, you want to know the area of that shadow in that particular >> plane. Those algorithms exist, and I wonder if they are included in the >> TGeo package. >> >> bests, >> >> John Idarraga >> >>
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