Hi Brajesh,

Brajesh Lal wrote:
> Hi,
> 
> 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?.

Not sure what you're asking here. If you have a light source, even wihtout 
transform node, it will light the geometry. The beacon is not strictly 
necessary, just recommend for a uniform manipulation interface.

> Does directional light has special implementation technique?

Nope, straight through to OpenGL.

> 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?



> I have made the "room" geometry in the Maya and exported in vrml format 
> for using in OpenSG.   
> 
> See the codes which i wrote.
> 
>     // d1Light Atrributes
> 
>     beginEditCP(d1Light);
>             d1Light->setDirection (Vec3f(0,1,1));
>             //d1Light->setBeacon(d1LightTransformNode);
>     endEditCP(d1Light);
> 
>     // d2Light Attributes
>     beginEditCP(d2Light);
>             d2Light->setDirection (Vec3f(0,1,1));
>             //d1Light->setBeacon(d2LightTransformNode);
>     endEditCP(d2Light);
> 
>     //d3Light Attributes
>     beginEditCP(d3Light);
>             d3Light->setDirection (Vec3f(0,1,1));
>             //d1Light->setBeacon(d3LightTransformNode);
>     endEditCP(d3Light);
> 
>     // Set core for d1LightTransformNode
>     beginEditCP(d1LightTransformNode);
>         d1LightTransformNode->setCore(d1LightTransformCore);
>     endEditCP(d1LightTransformNode);
> 
>     // Set core for d2LightTransformNode
>     beginEditCP(d2LightTransformNode);
>         d2LightTransformNode->setCore(d2LightTransformCore);
>     endEditCP(d2LightTransformNode);
> 
>     //Set core for d3LightTransformNode
>     beginEditCP(d3LightTransformNode);
>         d3LightTransformNode->setCore(d3LightTransformCore);
>     endEditCP(d3LightTransformNode);
>    
> 
>     // Main root node
>     beginEditCP(root);
>         root->setCore(g);// Setting core
>         root->addChild(room);
>         //root->addChild(d1LightTransformNode);
>         //root->addChild(d2LightTransformNode);
>         //root->addChild(d3LightTransformNode);
>     endEditCP(root);

Where do you add the lights to the scene graph? If they're not in the graph 
they 
will not have an effect. Note that the SimpleSceneManager by default adds a 
headlight, so even if your lights are not used you might still see something.

Yours

        Dirk

-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
_______________________________________________
Opensg-users mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/opensg-users

Reply via email to