CompuServe Thread

#Various questions

2 messages in this thread
#29915From: Larry MintonDec 17, 1992 12:51 PM
2 questions: 1) If only a (relatively) small portion of a "flat mirror"ed surface is being rendered, I get a lot of jaggies on the reflected image. Other than setting the surface up as multiple objects, is there any way to smooth the edges out? 2) While doing some "unstructured learning" (i.e., playing around), I tried using BALL.SXP as a bump map on a sphere (seeing if I could corrupt it enough to look like a golf ball someone was looking for). As far as I could tell, there was no effect on the surface when rendered. Color 1 was 0,0,0 and color 2 was 255,255,255. Bump map was at 100%. If I substitute NOISE.SXP, it renders as expected. Am I being utterly dense about something? Just a Comment: In your discussion of reflections on page 9-39 of the reference manual, nothing is said about specular color not allowed to be 0. (It is stated in the tutorials though…) Thanx, LAM
#29923From: Yost GroupDec 17, 1992 1:22 PM
Larry, what Auto-Reflect map antialiasing setting are you using? (that's the AA setting INSIDE of the Auto-Reflect map setup dialog) If you've got that turned up to Medium or High and want more smoothing, try dropping out of Turbo mode. Regarding using BALL.SXP as a bump map… it wasn't designed to be used as a bump map. SXP's must be specifically coded to be "bump-mappable" if you want to use them that way, and BALL.SXP was so incredibly simple that we never did that. Regarding specular color… it can be 0, but the Shininess setting can't be 0 for reflections to be seen. – G