im trying to render high-resolution images from my vvvv patches with the writer (texture.grid) module. this works fine as long as i use dx9 or ex9 with shaders with directional light.
as soon as i use point-light shaders, especially the phong-point, it is no longer possible to render small parts of the camera view in high resolution and stitch them together again seamlessly.
i thought the problem was, that the camera actually moves, when you use a transform on the projection transform of the renderer, which would of course lead to a different reflection of the light for each part of the grid.
i tried to rewrite the writer(texture.grid) subpatch with transform nodes, that i think do not change the cameras position, but only view into a different part of the view matrix. i used Perspective(off center) and the LookAt trasform nodes - but it didnt solve the problem. apaprently, the refelctivity of the material surface depends also on the zoom of the camera … does this mean it is impossible with certain shaders to render the view in several rows and colums?
didnt ampop focus on this for his diploma?
here is my last writer-subpatch and a sample picture of the problem …
thanks for your help,
gridproblem.zip (6.0 kB)