Hi Mathias,
as default the local lights are kind of disabled, actually they act like
global lights but they are also culled by the frustum culling. There is
a option in the render action. (for an example see
OpenSG/Tutorials/LocalLights.cpp)
// enable local lights.
RenderAction *ract = (RenderAction *) _mgr->getAction();
ract->setLocalLights(true);
Andreas
Hello and happy new year !
I'd like to use local light source feature but this seems not to work
correctly:
for example when I add a light in the scenegraph, it's illuminate all
the geometries and not only child and "right" brother nodes...
Do I have forget some basic options or anything else ?
thanks,
Mathias
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