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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