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DS development > Light Vectors and GL_TRIANGLE_STRIP

#138231 - ritz - Tue Aug 21, 2007 3:29 pm

Does anyone know if you can call/set the light vector (i.e. glLight) inside glBegin(GL_TRIANGLE_STRIP)?

#138257 - omaremad - Tue Aug 21, 2007 9:56 pm

You cant, break your mesh down into smaller chunks.

#138260 - ritz - Tue Aug 21, 2007 11:31 pm

So, just so I understand this correctly, I'll need to set the light vector outside any glBegin()? No per-vertex lighting? So the best I can do is to set the light vector followed by a glBegin(GL_TRIANGLES) for each poly/triangle? I already have it working with STRIPS and all 4 lights on hardware (emulators won't run it)... I'm actually just having problems within really snug ranges.

#138284 - omaremad - Wed Aug 22, 2007 8:38 am

Per vertex lighting works without defining light vectors at each vertex, if you want to change the lighting setup mid mesh just start a new mesh with the light settings outside the glDraw()

#138296 - ritz - Wed Aug 22, 2007 2:35 pm

Thanks for the help. What I think I meant was positional light, not per-vertex light.. thanks for clarifying.

#138302 - Sunray - Wed Aug 22, 2007 6:26 pm

You can calculate the lighting yourself and apply it with vertex colors. That is probably easier than using the built-in lighting... :)

#138319 - silent_code - Wed Aug 22, 2007 10:58 pm

dito.

it's been a while, but if i remember corrently, when setting material colors per vertex instead of vertex colors (though i can't remember if that was possible on the nds), you can still use the hw lights for the more limited stuff.

happy coding.