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- From: abe@sci.utah.edu
- To: manta@sci.utah.edu
- Subject: [MANTA] r781 - trunk/scenes
- Date: Tue, 13 Dec 2005 13:21:33 -0700 (MST)
Author: abe
Date: Tue Dec 13 13:21:32 2005
New Revision: 781
Modified:
trunk/scenes/objviewer.cc
Log:
Modified code that sets up dielectric to use hard coded values.
M scenes/objviewer.cc
Modified: trunk/scenes/objviewer.cc
==============================================================================
--- trunk/scenes/objviewer.cc (original)
+++ trunk/scenes/objviewer.cc Tue Dec 13 13:21:32 2005
@@ -259,6 +259,7 @@
}
if (texture == 0) {
+
// Otherwise use a constant color.
texture = new Constant<Color>( constant_color );
}
@@ -319,7 +320,7 @@
// unused default material..
int index = i-1;
- Texture<Color> *diffuse_map = check_for_texture( model_path,
diffuse_map_name, diffuse );
+ // Texture<Color> *diffuse_map = check_for_texture( model_path,
diffuse_map_name, diffuse );
// Lambertian Shader.
// material_array[index] = new Flat( diffuse_map );
@@ -328,19 +329,27 @@
// Check for a dielectric.
if (Tr != 0) {
+ std::cerr << "Material " << index << " dielectric" << std::endl;
+
// Constant textures for refraction parameters.
- Texture<Real> *n = new Constant<Real>( 1.0 );
- Texture<Real> *nt = new Constant<Real>( Tr );
- Texture<Color> *diffuse_map = check_for_texture( model_path,
diffuse_map_name, diffuse );
+ Texture<Real> *n = new Constant<Real>( 1.6 );
+ Texture<Real> *nt = new Constant<Real>( 1.0 );
+ Texture<Color> *diffuse_map = check_for_texture( model_path,
diffuse_map_name, diffuse );
+ // Texture<Color> *diffuse_map = new Constant<Color>( Color(RGB(.9,
.8, .8)) );
+
// Create a dielectric shader.
- material_array[index] = new Dielectric( n, nt, diffuse_map );
+ // material_array[index] = new Dielectric( n, nt, diffuse_map );
+ material_array[index] = new Dielectric(1.6, 1.0, Color(RGB(.9, .8,
.8)));
+
}
///////////////////////////////////////////////////////////////////////////
// Check for a specular term.
else if (Ns != 0) {
+ std::cerr << "Material " << index << " Specular" << std::endl;
+
Texture<Color> *diffuse_map = check_for_texture( model_path,
diffuse_map_name, diffuse );
Texture<Color> *specular_map = check_for_texture( model_path,
specular_map_name, specular );
Texture<ColorComponent> *reflection = new Constant<ColorComponent>(
0.0 );
@@ -352,6 +361,9 @@
///////////////////////////////////////////////////////////////////////////
// Use a lambertian shader.
else {
+
+ std::cerr << "Material " << index << " Lambertian" << std::endl;
+
Texture<Color> *diffuse_map = check_for_texture( model_path,
diffuse_map_name, diffuse );
// Lambertian Shader.
- [MANTA] r781 - trunk/scenes, abe, 12/13/2005
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