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Lighting in the textured image

December 18, 2010 - 12:58am #1

Hello, I'm now writing an app by modifying "ImageTargets" project and facing several problems.:(

By using the GL lighting functions like glEnable(GL_LightX)...etc. the frame rate drops dramatically. Could this problem be solved? Or, is there any other way to draw a lighting material?
I noticed that the teapot model in the project looked so charming because the textured image contains some lighting information. However, I really have no idea how to get a textured image like this. If anyone knows any useful tool for generating the textured image, please tell me.:confused:

And I'm confused with the function glNormalPointer....
Using previous version of QCAR sdk (0.97), the program ran perfectly. But, after upgrading to the newest version (0.1), the normal seems very weird in some situation (not all!! It's so strange), in other way, the object looked like the one without any lights. Does anyone know if there is anything I should check before using those functions?:eek:

Thanks very much!!!!

Re: Lighting in the textured image

December 24, 2010 - 5:36am #4

Thanks for the replay :) We will take a deep look about it!!

Re: Lighting in the textured image

December 20, 2010 - 6:09am #3

Okay, we used Deep Exploration to create the baked in lighting. You can also use Maya. What 3D modeling tool are you using? It's possible that it also has this feature, it's just a matter of finding it :)

- Kim

Re: Lighting in the textured image

December 18, 2010 - 8:15am #2

I'm trying to find out what tool we used to create the baked in lighting for the teapot, it might be Monday before we get a response though. If anyone else in the forums is familiar with baking lighting into textures, let us know what tools you use! :)

The OpenGL lighting functions are rather expensive, I'm not sure there's any way to prevent the framerate drop. Just be sure to only enable lighting for the objects that truly need it. Baking lighting into the textures is a great way to avoid this overhead, and is generally used for any static models in a scene.

I'm not sure about this new problem with glNormalPointer... There shouldn't be a difference between the old and new SDKs, but just in case, could you possibly send me your ImageTarget.cpp file? The email address is

.

- Kim

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