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Point light color is ignored in GLMakie #3238
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No, the |
Yeah at least right now light color doesn't seem to have an effect at all. It was a bit difficult for me to follow the variables because of the glsl structure |
Continues #2831 ! Still needs to check, if I rebased correctly and didn't incorrectly apply some of the changes! ## Merged PRs - #2598 - #2746 - #2346 - #2544 - #3082 - #2868 - #3062 - #3106 - #3281 - #3246 ## TODOS - [x] fix flaky test `@test GLMakie.window_size(screen.glscreen) == scaled(screen, (W, H))` - [x] Merge axis type inferences from #2220 - [x] Test on different resolution screens, IJulia, Pluto, VSCode, Windowed - [x] rebase to only have merge commits from the PRs - [x] investigate unexpected speed ups - [x] reset camera settings from tests - [ ] check doc image generation - [x] rethink default near/far in Camera3D (compatability with OIT) - [x] merge #3246 - [x] fix WGLMakie issues/tests: - [x] fix line depth issues (see tests: ~~hexbin colorrange~~ (not new), LaTeXStrings in Axis3, Axis3 axis reversal) - [x] fix lighting of surface with nan points (fixed in #3246) - ~~volume/3D contour artifacts (see 3D Contour with 2D contour slices)~~ not new - ~~artifacting in "colorscale (lines)"~~ not new - [x] GLMakie: - [x] slight outline in "scatter image markers" test - ~~clipping/z-fighting in "volume translated"~~ not new - [x] CairoMakie: - ~~Artfiacting in `colorscale (lines)"~~ not new - ~~markersize in "scatter rotations" changed?~~ not new - ~~color change in "colorscale (poly)"~~ not new - ~~transparency/render order of "OldAxis + Surface"~~ not new - ~~render order in "Merged color mesh"~~ not new - ~~render order of "Surface + wireframe + contour"~~ not new - [x] Check "SpecApi in convert_arguments" (colors swapped?) ## Fixes the following errors - fixes #2721 via #2746 - fixes #1600 via #2746 - fixes #1236 via #2746 - fixes MakieOrg/GeoMakie.jl#133 via #2598 - closes #2522 - closes #3239 via #3246 - fixes #3238 via #3246 - fixes #2985 via #3246 - fixes #3307 via #3281
Gives this:
No hint of red to be seen. I've followed the tracks a bit and think the problem is that in
mesh.frag
we haveand in
surface.jl
we haveAnd then we have
So
color
inblinnphong
which to me should be the light color seems to be the texture color instead unless I'm misunderstanding.The text was updated successfully, but these errors were encountered: