Hi David,

Thanks for your answer.

Also, I experienced that "DirectionalLight3D" does not work with
"SpecularPBMaterial", "DiffusePBMaterial" and "PhongPBMaterial"
materials, but it does with "PhongMultiPassMaterial" material. Could
you confirm that this is correct ?

I was wondering whether "TangentToObjectMapper.transform" can be used
to tranform a tangent-space normal map to an object-space normal map
for an Away3D primitive (like a cube for instance).

Sylvain


On 19 fév, 09:13, David Lenaerts <[email protected]> wrote:
> Hi Sylvain,
>
> Adding an AmbientLight3D is indeed the only way to add ambient light using
> any of the PB shaders. The ambient component of PointLight3D is more of a
> legacy property.
>
> Cheers,
> David
>
> On Thu, Feb 18, 2010 at 11:41 PM, Sylvain Godbert <[email protected]
>
>
>
> > wrote:
> > Hi,
>
> > I have a mesh that has a DiffusePBMaterial material. On the scene
> > there is a light whose type is PointLight3D.
> > I would like to add an ambiant light to my scene, but it seems that
> > the ambiant component of this light is not taken into account by the
> > DiffusePBMaterial material.
> > I have seen on some exemples that an ambient light could be done by
> > adding a AmbientLight3D light to the scene.
> > Is it the only solution ? Is there a way of getting the ambiant
> > component of the PointLight3D light working with DiffusePBMaterial ?
>
> > Cheers
>
> > Sylvain
>
> --http://www.derschmale.com

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