One possible caveat to add, Plugins such as the OpenFlight simply
discards light sources  when they are read from a file, mainly due to
the limitation OpenGL gives us by default in OSG which is 8 Lights 
so I'm assuming without looking at the OSG colada plug-in that is most
likely doing the same, conversely you might getting 8 lights applied to
your model and its simply washing it out
 
Best bet is to have root around the source of the OSG Collada plugin and
see what it doing with the lights if any thing 
 
 
also NOTE this list is for submissions nad related posts only and not
these types of OSG questions
 

Gordon

__________________________________________________________
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__________________________________________________________
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
- Master Tambo Tetsura

 
 

________________________________

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
David Spilling
Sent: Wednesday, November 12, 2008 3:58 PM
To: Steffen B.; OpenSceneGraph Submissions
Subject: Re: [osg-submissions] osg Collada Plugin


Steffen,

Can I suggest you try to reply to the mailing list, rather than just to
me? Others might have a better idea.

In general, the issue of appearance preservation - and your specific
issue of material/lighting - within an art path is a vexing one. The
lighting equations used by a modelling package (3DS in this case) are
not necessarily the same as OpenGL fixed function. Similarly, the
meaning of all the various material coefficients within the lighting
model - even if they have the same name - may not be the same.The way
these various coefficients map to each other across file format
conversions also matters. In your case, there are two possible sources
of error : firstly the Collada exporter in 3DS, and secondly the collada
importer in OSG, neither of which I know much about.

I would use osgconv to convert your DAE into a .osg model, and then
examine that in a text editor, looking for colours and materials (and
even the lights themselves, if .osg will write them out). You could even
post your .osg model - so long as it's small enough - to see if any of
the rest of the mailing list spot anything.

Alternatively you could  load your model, and then (I guess, because
I've never done it) traverse your scene graph with a custom visitor
looking for statesets that have lights in. Once you find some, you could
scale back their intensity one by one. 

What would be good in general would be to have a look at the OpenGL red
book (old versions are available on line), or even
http://www.falloutsoftware.com/tutorials/gl/gl8.htm, to see how lighting
is applied. You might want to look at the globalAmbient settings,
although I guess you could test to see whether this was the case by
setting all your models lights colours to 0 0 0.

Hope that helps.

David


2008/11/12 Steffen B. <[EMAIL PROTECTED]>


        With one light it isn't bright but still more bright as in 3ds
MAX. Apart from the fact that i still going via collada do you know how
can i regulate the intensity of the lights. 
        For example:
        i create a simple red box in 3ds max and put 8 omni lights
around. the box is now white because of the lights.
        if i decrease the intensity of the lights in 3ds max i can see a
beautiful illuminated red box. but when import the box
        in my programm everything is still white. 
        now it would be interessting to know if there are some setting
in opengl to regulate the intensity of the lights.
         
        i hope you understand me 
         
        thanks steffen  
         
        ----- Original Message ----- 

                From: David Spilling <mailto:[EMAIL PROTECTED]>  
                To: Steffen B. <mailto:[EMAIL PROTECTED]>  ;
OpenSceneGraph Users <mailto:[EMAIL PROTECTED]>  
                Sent: Wednesday, November 12, 2008 4:22 PM
                Subject: Re: osg Collada Plugin

                Steffen,
                
                Are you still going via collada? Unfortunately I know
nothing about the Collada import route and how it handles lights defined
in a model file.
                
                Does the same thing happen with only one light? I
suspect that OpenGL is just (correctly) adding up all the contributions
from the various lights you have and consequently saturating the output.
                
                David
                
                
                2008/11/12 Steffen B. <[EMAIL PROTECTED]>
                

                        Hi,
                         
                        i have turned the specular colour to 0 0 0 and
it is a bit better.
                        But i have another question. In 3ds max i can
regulate the ligth intensity
                        with the multiplier parameter. do you know how i
can regulate the intensity
                        with osg? 
                         
                        thank you for your efforts



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