We closed this forum 18 June 2010. It has served us well since 2005 as the ALPHA forum did before it from 2002 to 2005. New discussions are ongoing at the new URL http://forum.processing.org. You'll need to sign up and get a new user account. We're sorry about that inconvenience, but we think it's better in the long run. The content on this forum will remain online.
IndexProgramming Questions & HelpOpenGL and 3D Libraries › Self Illumination/Fullbright
Page Index Toggle Pages: 1
Self Illumination/Fullbright (Read 703 times)
Self Illumination/Fullbright
Apr 23rd, 2009, 11:13pm
 
Hi,

I'm yet another noob finding coding easier to come to grips with via Processing and have my first question (at least first that I'm will to start a thread for). I come from an art background so forgive any ignorance on my behalf.

In my history of creating graphics for 3d engines a lot of the time there have been certain ways to make parts of a texture map always at 100% brightness (when lights are included in a scene). Is this possible with P3D? (or if needed, should I port to OPENGL?)

At the moment I can get away with having whole objects fullbright (if possible), and not have to worry about a dedicated self-illumination texture map.

I'm hoping for an 'ignoreLights'/a local 'noLights' command or similar.

Cheers!
Re: Self Illumination/Fullbright
Reply #1 - Apr 24th, 2009, 5:27am
 
Try this...
Code:

ambientLight(255, 255, 255, 0,0,0);
Re: Self Illumination/Fullbright
Reply #2 - Apr 25th, 2009, 4:27pm
 
Of course. That's embarrassingly obvious now That I'm looking at the Reference  Embarrassed

Cheers!
Page Index Toggle Pages: 1