#jogamp @ irc.freenode.net - 20170329 05:05:54 (UTC)


20170329 05:05:54 -jogamp- Previous @ http://jogamp.org/log/irc/jogamp_20170328050553.html
20170329 05:05:54 -jogamp- This channel is logged @ http://jogamp.org/log/irc/jogamp_20170329050554.html
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20170329 07:27:23 <elect> Inf_, is there a reason why you want to use opengl 1?
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20170329 09:12:56 <guillaum1> hello
20170329 09:14:02 <zubzub> ello
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20170329 10:01:21 <odinsbane> I have a 3D surface and it really doesn't look good at all. It has a color, and I want some psuedo shading but it seems that a material + lights gives me too extreme of color changes.
20170329 10:25:19 <xranby1> odinsbane: you may want to apply gamma correction
20170329 10:30:40 <bruce-> or show us an image so we can actually see what is the problem
20170329 10:34:57 <odinsbane> http://imgur.com/a/ZMUDD
20170329 10:36:52 <odinsbane> Hopefully there are two images there. The second image probably shows my problem the best.
20170329 10:37:10 <xranby1> i only see one image
20170329 10:37:17 <xranby1> ah
20170329 10:37:19 <xranby1> now i see two
20170329 10:37:22 <xranby1> after reloading
20170329 10:38:20 <odinsbane> The artichoke one is mostly dark, and then really bright.
20170329 10:39:57 <odinsbane> I don't want so much contrast, and I want the dark to be a little better lit.
20170329 10:43:04 <bruce-> I'd introduce an ambient term and lower the light intensity
20170329 10:43:25 <bruce-> I really have no idea which graphics pipeline you are using here though
20170329 10:43:38 <odinsbane> I am using java3d.
20170329 10:51:15 <xranby1> odinsbane: for java3d i think the best you can do is to use two light sources.. one ambient lightsource and one directional lightsource
20170329 10:51:37 <xranby1> something like this http://www.java2s.com/Code/Java/3D/Createsanambientlightandaonedirectionallight.htm
20170329 10:52:18 <odinsbane> xranby1: I have that at the moment. I might add a couple more point light sources because it ends up being half illuminated, and half ambient.
20170329 11:01:16 <xranby1> odinsbane: you can tune the Material properties a bit but i am afraid thats it when it comes to fine grained control of light in java3d
20170329 11:01:42 <xranby1> Material mat = new Material; mat.setAmbientColor(new Color3f(0.0f,0.0f,1.0f)); mat.setDiffuseColor(new Color3f(0.7f,0.7f,0.7f)); mat.setSpecularColor(new Color3f(0.7f,0.7f,0.7f));
20170329 11:06:35 <xranby1> odinsbane: games such as quake 2 stored prerendered light on textures as a way to compensate for the fixed function light available by hardware acceleration
20170329 11:07:45 <odinsbane> I kinda want to just use the normal for my shading.
20170329 11:08:26 <xranby1> thus the only way to get good results before programmable hardware was to basically cheat and make sure the textures had prerendered ambient .. java 3d do not have ways to insert your own programmable shader to do correct light
20170329 11:10:17 <odinsbane> Thanks for the the info, Ill play around with this some more.
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20170329 22:33:30 <Inf_> how do i draw a rectangle in jogl 2?
20170329 22:33:45 <Inf_> it makes a black background and im not sure what im doing wrong
20170329 22:50:54 <Inf_> xranby1: boop
20170329 22:50:59 <Inf_> xranby: boop
20170329 23:46:03 <Inf_> i dont understand the coordinate system. where is [0,0,0]?
20170329 23:46:14 <Inf_> what is top left, top right, bottom left, bottom right
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20170330 05:05:54 -jogamp- Continue @ http://jogamp.org/log/irc/jogamp_20170330050554.html