I'm think 8 is the minimum number of lights hardware must support to be OpenGL compiant, but hardware can support more.
In TBAG, ActiveVRML/DirectAnimation, and Fran, I embedded lights into geometry, which allows them to be spatially transformed. Looking in Graphics.FieldTrip.Geometry3, you'll see a comment placeholder for lights.
OpenGL is a temporary implementation convenience, so I wouldn't design the API around it. If more lights get added to a geometry than the current implementation can handle, we can document the limitation and drop some of them at run-time.
- ConalOn Thu, Dec 11, 2008 at 12:52 PM, David Sankel <camior@gmail.com> wrote:
_______________________________________________Hello All,
I'm working on adding lighting to the FieldTrip library (ticket http://trac.haskell.org/FieldTrip/ticket/16). I have some initial data types here:
http://hpaste.org/12975
I'm thinking that the GContext will keep track of which of the 8 opengl lights are used and enable them if they are.
I was wondering what ideas folks have had with lighting. Some issues that are on my mind:
Thanks,
- OpenGL limits the number of lights to 8.
- It would be nice, for a spotlight primitive, to allow the light's position and a point it is pointing toward to go through different transformations. This would allow a fixed light to follow an object, for example. I don't know yet how to provide this functionality.
David
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