After calling Viewer::realize() in your main(), you'll have a current context and can glGetIntegerv( GL_MAX_LIGHTS ). (At least, this is true of SingleThreaded mode, not sure about the other threading models.)
Eight is typical. It's limited by hardware. That's the fixed function pipe; If you're using shaders, obviously you can have as many lights as you want. Each light is enabled using an OSG state mode, analogous to the OpenGL enable/disable: StateSet::setMode( GL_LIGHT0, StateAttribute::ON ); StateSet::setMode( GL_LIGHT1, StateAttribute::ON ); StateSet::setMode( GL_LIGHT2, StateAttribute::ON ); // etc... (Not trying to start a flamewar about documentation, but this is covered in the Quick Start Guide.) Hope that helps, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf > Of Dave Pugmire > Sent: Thursday, August 23, 2007 2:51 PM > To: [email protected] > Subject: [osg-users] Light sources > > Hi, > How many are allowed? I'm having trouble getting multiple > lights. One seems to work fine, but not 2 or 3. Does > something need to be enabled? > > Thanks, > Dave > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

