I am working on a linux system (ubuntu linux) with opengl 1.5, using an NVidia GeForce4 Ti 4200 with AGP8X/AGP/SSE2
I added a directional ambient light and a simple terrain
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smgr->setAmbientLight(video::SColorf(0.4f,0.4f,0.4f));
globallight = smgr->addLightSceneNode(smgr->getRootSceneNode(),core::vector3df(0, 0, 0),video::SColorf(0.7f, 0.7f, 0.7f),100.0f,-1);
glight = globallight->getLightData();
glight.Type = video::ELT_DIRECTIONAL;
glight.Position = core::vector3df(20,20,0);
globallight->setLightData(glight);
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levelterrain = smgr->addTerrainSceneNode("data/lev01.png");
levelterrain->setScale(core::vector3df(15.0f, 1.8f, 15.0f));
levelterrain->setMaterialTexture(0, driver->getTexture("data/lev01tex.png"));
levelterrain->setMaterialTexture(1, driver->getTexture("data/sanddetail.png"));
levelterrain->setMaterialType(video::EMT_DETAIL_MAP);
levelterrain->scaleTexture(1.0f, 40.0f);
levelterrain->setPosition(core::vector3df(-500,-450,-250));
r = 0;i = 8;
while (r < 8) {
i -= 1;
levelterrain->overrideLODDistance(r,1800 - (i * 200));
r += 1;
}
But it is a bit "blinky": Depending on the camera rotation, it appears or appears not. The position is completely irrelevant, I can move around without changing the angle and it stays if it is there or it stays away if it is currently not there. While rotating the cam, it blinks around, and when the camera is still, it stays there or stays away, so it has to do with the angles.
Here are two screenshots of it, the first with an angle where the light appeared and the second one with a camera angle where the reflection light was hidden (Note: The normal lighting of the terrain works, I mean the hills are bright on the sunside and dark on the other side like it should be, it is only the nice reflection light which blinks around)
PS: I just used the window mode to make screenshots using the linux screenshot tool, the bug appears in fullscreen mode too.