Dirk Reiners wrote:
>       Hi Allen, hi Patrick,
> 
> Allen Bierbaum wrote:
>> Last time I looked the LightModelChuck didn't support global ambient. 
>> Has this changed?
> 
> Nope. We don't have one in 2 yet. ;)
> 
> Patrick Hartling wrote:
>  > OK, this makes sense. I am glad to know that partial material overrides are
>  > now available. Should LightModelChunk only capture global ambient light? I
>  > see where two-sided lighting is already handled by a different state chunk
>  > type. The local/infinite viewpoint setting is not currently handled as far
>  > as I can see, and I am not sure what to make of the control control setting
>  > since it only shows up in OSG::RenderOptions. If it should only handle
>  > global ambient light, perhaps it should be called GlobalAmbientChunk to be
>  > in line with TwoSidedLightingChunk.
> 
> Two-sided lighting is something that IMHO makes more sense to control on an 
> individual Material basis, global ambient is more likely to be done globally. 
> The same is true for the local viewpoint, IMHO, so I would put the two 
> together. 
> Not sure what control control settings are. ;)

I meant color control. Sorry about that.

I started working on this yesterday, and I have another question. I haven't
figured out how the partial material overrides are put into place. Is
OSG::ChunkMaterialOverride the class that does it? If so, then I will need
to back port it to the fcptr_stable_jun07 branch for PyOpenSG use. I haven't
tried doing that yet, so I don't know what complications may arise.

As for OSG::CubeMapGenerator, I don't see how it relates. I have not learned
about the staged rendering features yet, so I am probably just missing
something.

 -Patrick


-- 
Patrick L. Hartling
Senior Software Engineer, Priority 5
http://www.priority5.com/

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