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Will glLight work in renderFrameQCAR?

Hi, I hope someone can help. I have an app using OpenGL ES 1.1 and I can't get lighting to work in the renderFrameQCAR callback. My object doesn't have a texture, just a glColor4f (which changes as an indicator to the user). I can light it nicely in my own renderFrame but whatever I try it just comes out flat in the QCAR one. I notice there are notes on the site about lighting being disabled but does that mean I can't turn them on again? I assume I could get it to work using shaders in 2.0 but would prefer not to port when everything else is working so well. Thanks Edit: This problem has gone away by changing the order the objects are drawn in but I don't know how or why. If anyone hits a similar problem I'd be happy to dig deeper and try to isolate the relevant gl calls.

SteveRogers

Thu, 10/27/2011 - 06:33

Hi goka, sorry not to reply to you sooner but I have an app demonstration in 40 hours and the pressure is on! I'll get to work on this after the weekend if that's ok. Steve Edit: maybe something to do with the sequence of creating/binding framebuffers?

SteveRogers

Sun, 10/30/2011 - 05:06

Thanks goka, they loved it! SOLUTION: QCAR::Renderer::getInstance().begin() enables GL_TEXTURE_2D you need to glDisable(GL_TEXTURE_2D) to make non-textured rendering with glLight work. Hope it works for you! :) PS Check out Dev Guide -> Tips, Tricks and Useful Tools -> OpenGL State Changes in