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Not sure if this is the write group to be posting to with this question.
Anyway, I've been using the sample scene from 4.2 of the docs (v3.5) and I
used it as a base for my own raycaster I'm writing for a school project
(implemented in c++). I've compared the code in the docs, with the code I
have and there very similar. This is where the problem starts. If I omit all
the litghting from my code and just return the color of the object at that
point, everything goes fine and looks like I have ambient set at 1. Now, If
I turn on diffuse, reflection, and phong, I get the same image, but
everything is red. Not shades of red but just red where all the objects are.
Anyone have know of any possible reasons this might be happening?
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Kevin Loney <klo### [at] pt2mcom> wrote:
> Anyway, I've been using the sample scene from 4.2 of the docs (v3.5) and I
> used it as a base for my own raycaster
> If
> I turn on ... reflection
Aren't those two things mutually exclusive?
(Raycasting is practically raytracing with max_trace_level 1. If you
calculate reflections, it's not raycasting anymore, but raytracing.)
As for your problem, sounds like you just have some bug in your code.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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