On Saturday, March 03, 2012 06:41
johannes-bru...@arcor.de [mailto:johannes-bru...@arcor.de] wrote:
Subject: Re: [Opensg-users] ChunkMaterial rendering woes

> I finally got the time to compile your sample.
> As it turns out you have to set the Lit property to true...

Well, this is interesting and unexpected.  I was all set to contradict you, but 
lucky for me I did some more testing before replying  ...

First, my intention is for the shapes to be self-illuminated, not relying on 
lights in the scene, and I realized that I had forgotten to turn off the 
headlight in the SimpleSceneManager.  So I did that first:

   mgr->turnHeadlightOff();

I also changed the MaterialChunk to set either the Diffuse or the Emission, but 
not both, and to default the other colors.  Here is the pattern I'm seeing:

   headlight off (no lights in the scene)

      Lit = false

         Diffuse = red, green blue
         Emission unspecified
            renders as red, red, red (unexpected)

         Diffuse unspecified
         Emission = red, green, blue
            renders as white, white, white (unexpected)

      Lit = true

         Diffuse = red, green blue
         Emission unspecified
            renders as black, black, black (expected)

         Diffuse unspecified
         Emission = red, green, blue
            renders as red, green, blue (expected)

So, setting Lit to true does give the results I would expect.  However, I 
didn't expect "Lit" to matter when there are no lights in the scene.  I 
expected that with Lit=false, the shape would simply render with its own pure 
unattenuated material color.

Using the VRML lighting model as a guide ( 
http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#4.14
 ), lighting is "off" if there's no material, and "on" if there is a material, 
so interpreting the "Lit" field in the OpenSG material had me confused, 
apparently.  Thanks for taking the time to set me straight.

The behavior with Lit=false is still unexpected, but I guess I don't care.

I have set Lit=false in other places, but I guess it has always been with 
vertex colors rather than material colors.

Cheers.

-- 

Ted

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