Hi all,
i noticed a problem when setting up my lighting model like this:
//licht!
FloatBuffer ambient = BufferUtils.createFloatBuffer(4).put(new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
ambient.rewind();
FloatBuffer diffuse = BufferUtils.createFloatBuffer(4).put(new float[] { 0.7f, 0.7f, 0.7f, 1.0f });
diffuse.rewind();
FloatBuffer specular = BufferUtils.createFloatBuffer(4).put(new float[] { 0.7f, 0.7f, 0.7f, 1.0f });
specular.rewind();
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT,ambient);
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glColorMaterial(GL11.GL_FRONT,GL11.GL_AMBIENT_AND_DIFFUSE);
// Nice light blue
GL11.glClearColor(0.0f, 0.0f, 05.f,1.0f);
and after that giving my verteces a color with glColor3b. the color was never shown. when i changed it to glColor3f the colors did show and where are no problems anymore.
is this normal behavour?
i am using an nvidea card with drivers and am on windows xp.
an example of the way i setup some triangles
// Top of Tail section left
// GL11.glColor3b((byte)255,(byte)0,(byte)0);
GL11.glColor3f(1.0f,0.0f,0.0f);
GL11.glVertex3f(0.0f,0.5f,-40.0f);
GL11.glVertex3f(3.0f, 0.5f, -57.0f);
GL11.glVertex3f(0.0f, 25.0f, -65.0f);
Did you already try glColor3ub?
WiESi
hmm yes that seems to work.
thanx
I have the feeling that none of that stuff with signed primitives works correctly under Java. Wouldn't it be a good idea to remove those functions?
WiESi
Thats weird...
Cause colours shouldn't work at all with lighting...
Quote from: "darkprophet"Thats weird...
Cause colours shouldn't work at all with lighting...
When you enable GL_COLOR_MATERIAL it works and that's exactly what iimmortal did.
WiESi