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It looks like the light normals are behaving incorrectly.
void setup()
{
size(500,500,P3D);
}
void draw()
{
background(0);
ortho();
translate(width/2,height/2);
rotateY(2.0 * PI / 360.0 * frameCount);
rotateX(PI/6);
directionalLight(255,255,255,.3,-.6,-1);
box(100);
}
transforming directionallights works fine in perspective mode, though.
as i play around with it it seems that there's some bounding volume for proper light behavior.
My workaround is to simulate ortho with a tiny-FOV perspective, but that'll probably fail to be pixel-perfect.
Answers
ah, it's an outstanding bug as of 1/15/2014
https://github.com/processing/processing/issues/1891?source=cc
sorry about the spam ~ next time I'll check the github issues first