Hi Carsten, hi Fabrice,
Carsten Neumann wrote:
> On Mon, 2007-09-10 at 13:26 +0200, Decle Fabrice wrote:
>> Hi all!
>>
>> In my program, I dont't use the Simple Scene Manager, and sometimes (for
>> example when I go close to an object), lights suddenly switch off... If
>> I move, it sometimes switches on again...
>
> this might be because the lights are subject to frustum culling. If your
> lights are close to the root of the scenegraph you could give them an
> infinite bounding volume:
>
> NodePtr lightNode;
> beginEditCP(lightNode, Node::VolumeFieldMask);
> lightNode->getVolume().setInfinite(true);
> endEditCP(lightNode, Node::VolumeFieldMask);
>
> If your lights are deeper down in the scene, especially if they are
> below geometry this can prevent frustum culling of that geometry though.
No, lights extend the bbox of the Group they're in, so as long as any part is
visible, they are rendered/active.
>> With OpenSG 1.6, there were no problems...
>
> Hm, I think lights were always subject to frustum culling, so this seems
> to suggest it is something different, although I can not really think of
> anything else that would make a light disappear.
Fixed bugs. ;)
Logically lights were always supposed to only light what's underneath them in
the tree. Until recently they were global though, so even parts outside the
light's Group would be lit. And that's where the frustum culling comes in.
Can you make sure that your light are at the root of the graph, and not
parallel
to your scene? That would be my first guess.
Hope it helps
Dirk
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