Hi,

OpenSG uses Gouraud-Shading as standard. There is a PhongMaterial 
available too. Futher Shading models would have to be implemented as 
Shading Chunks that could be attached to a material, or a new 
MaterialType.

HTH

Matthias Stiller

On Tuesday 19 June 2007 13:59, Brajesh Lal wrote:
> hi,
>
> Which kind of shading model (Phong. Lambert, ...etc) is used by
> OpenSG.
>
> Best Regards
> Brajesh Lal
>
>
>
>
>
> ----- Original Message ----
> From: Carsten Neumann <[EMAIL PROTECTED]>
> To: [email protected]
> Sent: Monday, June 18, 2007 1:08:03 PM
> Subject: Re: [Opensg-users] Lighting a geometry by muliple lights
>
>     Hello Brajesh,
>
> Brajesh Lal wrote:
> > I did the second way as you mentioned, i think for direction light
> > beacon does not matter if we don't want to move the directional
> > light. If i don't add directional light transform nodes in the root
> > node but still i can see the geometry, How is it possible?. Does
> > directional light has special implementation technique?
>
> if no beacon is set the light is positioned in the coordinate system
> that is active at the lights position in the scenegraph.
>
> > Even i changed the direction vector of the lights to 1,0,1 instead
> > of 0,1,1. The illumination effect does not change. Reducing the
> > number of light to one. Then also illumination effect does not
> > change? why it is so?
>
> If you have multiple directional lights with the same direction I
> would expect the differences to be minimal and hard to notice. Give
> your lights different directions and you should be able to spot a
> difference more easily.
> What are you trying to achieve with the multiple directional lights ?
>
>     Cheers,
>         Carsten
>
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