HI Heiko,

The way to do sophisticated lighting models on objects is to use
shaders, I'm not familar with flight gear internals but I would have
thought if you create a .osg file with a shader in place (like the
glsl_*.osg examples in the OpenSceneGraph-Data distributed) and then
load this as your aircraft model.

Other approaches would be to use a cube map approach, the osgcubemap
provides an example of specular highlight which be roughly what you
are after.  Try:

  osgcubemap cessna.osg

Also have a look at the osgFX::SpecularHighlights node as a means for
decorating the aircraft subgraphs to create the effect.

Robert.

On Nov 19, 2007 6:14 PM, Heiko Schulz <[EMAIL PROTECTED]> wrote:
> Hello,
>
> My name is Heiko Schulz and I'm fairly new to
> OpenSceneGraph. I'm one of the many 3D-model
> Developers in FlightGear, the Open-Source
> FlightSimulator which switched to OSG last year.
>
> The abilities for us increased, and the first are
> using  some Effects from OSG like Particle and Cube
> Mapping.
> My interest now is a reflective effect on surfaces of
> aircrafts. A single chrome surface isn't a problem -
> a coated surface is more! (lke cars)
> I little bit experimented with MultiTexture- one
> texture unit with a environment cube mapping and the
> scond texture unit with the Aircraft texture.
> But it looked like colored chrome.
>
> Another try was to add TexEnv to the second Texture
> Unit- better, but it seems to me looking weird.
>
> So how can I create a realistic look of coated
> surfaces? Do I really need a shader? ( which isn't
> suopported yet by FlightGear)
>
> Regards
> Heiko
>
>
>
>
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