The influence of a light is not limited by its position in the
scene graph (except that it can only light descendants of the
same Locale object - same virtual world, not virtual universe).

A light's influence is determined by its bounds and further
limited by a scoping specification.  The effect you are
describing is available through scoping of lights.
The default scope for a light is its virtual world.

The separation of the interior and exterior into separate 
scene graph groups is the first step in using the scoping
limitation.  Then set the scope for the light as desired:
interior lights set the interior of the house as its
scope, and exterior lights set the exterior of the house
as its scope.

For a complete discussion, including an example, check out
the tutorial I keep talking about:
http://sun.com/desktop/java3d/collateral
Its free and (I hear) its good.

(BTW, it's not royalties that keep me publicizing the tutorial, 
it is to increase the number of knowledgeable Java 3D programmers.)


Cheers,
Dennis

PS The next chapter, "Easy Content" is nearing publication. Stay tuned.

"Mark J. Young" wrote:
> 
> One possibility: Put the building interiors in
> a different scene graph branch than the building
> exteriors and put the "Sun" light source in
> a scene graph position such that it only affects
> the exteriors. And of course, an interior's light
> source should only have its respective interior
> as a descendent. I have not actually done this
> yet but I assume it would work - someone please
> set me straight if I'm wrong. In most respects
> this is much simpler than bounding light sources.
> 
> Mark
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-- 
-----
Dennis J Bouvier
[EMAIL PROTECTED]
Find the Java 3D Tutorial "Getting Started with the Java 3D API" at
http://sun.com/desktop/java3d/collateral

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