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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