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light intensity & model

 
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LuMo



Joined: 21 Aug 2005
Posts: 410
Location: Austria

PostPosted: Tue Jan 10, 2006 12:55 am    Post subject: light intensity & model Reply with quote

how can i set the intensity of a light?
or the radius?

further, how can i move the model instead of the camera?

Thanks in Advance
lumo

PS: ambient color makes whole set lighter...
i am testing with the settings from lights sample...
4 lights there, but only one shows up
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chp



Joined: 23 Jun 2004
Posts: 313

PostPosted: Tue Jan 10, 2006 3:37 am    Post subject: Reply with quote

The attenuation factor of a light is controlled by sceGuLightAtt(). The normal way of computing attenuation is as follows:
Code:

attenuation = 1 / (atten0 + atten1 * distance + atten2 * (distance*d * distance))
and this should map to sceGuLightAtt(). Using PSPGL, you use glLightfv() with GL_CONSTANT_ATTENUATION, GL_LINEAR_ATTENUATION and GL_QUADRATIC_ATTENUATION.

As for transforming the object, if you use GUM or PSPGL, you simply store the inverse of the camera (also known as a view) as the root matrix on the view-stack, push those values on the matrix stack and then transform the object in question.
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LuMo



Joined: 21 Aug 2005
Posts: 410
Location: Austria

PostPosted: Tue Jan 10, 2006 6:25 am    Post subject: Reply with quote

ok will play with those values...

but this does not make any sense to me:
Code:
//color setup
unsigned int colors[4] =
{
   0xffff0000,
   0xff00ff00,
   0xff0000ff,
   0xffff00ff
};

Code:
   //lightning
   sceGuEnable(GU_LIGHTING);
   sceGuEnable(GU_LIGHT0);
   sceGuEnable(GU_LIGHT1);
   sceGuEnable(GU_LIGHT2);
   sceGuEnable(GU_LIGHT3);   


Code:
      // setup a light
      for (int i = 0; i < 4; ++i)
      {
         ScePspFVector3 pos = { cosf(i*(GU_PI/2) + val * (GU_PI/180)) * LIGHT_DISTANCE, 0, sinf(i*(GU_PI/2) + val * (GU_PI/180)) * LIGHT_DISTANCE };
         sceGuLight(i,GU_POINTLIGHT,GU_DIFFUSE_AND_SPECULAR,&pos);
         sceGuLightColor(i,GU_DIFFUSE,colors[i]);
         sceGuLightColor(i,GU_SPECULAR,0xffffffff);;
         sceGuLightAtt(i,0.0f,1.0f,0.0f);
      }

      sceGuSpecular(12.0f);
      sceGuAmbient(0x00222222);


shouldn't create this code 4 lights?
when i compile it i only get ONE white light!

greets
lumo
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