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[Sorry for the top-level post; I tried to post this three times as a reply,
and it didn't show up in my newsreader or the web interface.]
Thorsten Froehlich wrote:
> You can just remove it, yes.
Okay, I removed it, and now it seems that global_lights is now always on,
whether or not global_lights is specified and whether or not its value is
on. Sample scene:
camera { location 2 look_at 0 }
light_source { 100*y, rgb 1 }
light_group {
light_source { 2*x, green 1 }
sphere { 0, 1 pigment { rgb 1 } }
global_lights off
}
Addendum:
I think I may have fixed this, by replacing the line with
Set_CSG_Tree_Flag((OBJECT *)Object, NO_GLOBAL_LIGHTS_FLAG,
Test_Flag((OBJECT *)Object, NO_GLOBAL_LIGHTS_FLAG));
But again, I'm not sure if this is correct.
Anders
--
light_source{6#local D=#macro B(E)#macro A(D)#declare E=(E-#declare
C=mod(E D);C)/D;C#end#while(E)#if(A(8)=7)#declare D=D+2.8;#else#if(
C>2)}torus{1..2clipped_by{box{-2y}}rotate<1 0C>*90translate<D+1A(2)
*2+1#else}cylinder{0(C-v=1).2translate<D+C*A(2)A(4)#end-2 13>finish
{specular 1}pigment{rgb x}#end#end#end-8;1B(445000298)B(519053970)B
(483402386)B(1445571258)B(77778740)B(541684549)B(42677491)B(70)}
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