Hi Sylvain, Makes perfect sense to me for a point light that's placed behind the cube to cause completely dark sides (since they're pointed away from the light, there's no way a ray starting from the light's position could reach that side of the faces). What you could do is to try and add an ambient light to the scene in addition to the point light, and see if that helps.
Cheers, David On Sun, Feb 7, 2010 at 1:36 PM, Sylvain Godbert <[email protected]>wrote: > Hi all, > > I made a little demo using "PhongPBMaterial". I have a simple cube > that has a diffuse texture and a normal map texture. I made a > PointLight3D light orbiting around this cube. > > The weird thing is that when the light goes behind the cube, the > entire cube gets no light at all (the cube becomes pitch black and > therefore disappears) > > The code to instanciate my cube and the material is the following : > > var normalMap = new _Texture_bois_nmp().bitmapData; > var diffuseMap = new _Texture_bois().bitmapData; > _phongShaderMaterial = new > PhongPBMaterial( diffuseMap,normalMap,_Cube,null,{specular: 0.5,gloss: > 20,smooth : true}); > > _Cube = new Cube(); > _Cube.width = 150; > _Cube.height = 80; > _Cube.depth = 80; > _Cube.material = _phongShaderMaterial; > _View.scene.addChild(_Cube); > > The declaration of the light is done like this : > > _pointLight = new PointLight3D({color: 0xffeedd}); > _View.scene.addChild(_pointLight); > _pointLight.brightness = 0.8; > _pointLight.specular = 0.5; > _pointLight.radius = 56000; > _pointLight.fallOff = 60000; > _pointLight.x=-150; > _pointLight.z = -200; > > Am I missing a parameter somewhere that I should set? Like : > "cube.getsLightWhenLightIsBehind=true" :) ? > > Sylvain > -- http://www.derschmale.com
