Hello Robert and Paul,
> The question has to be why the highlight in the center and dark
> corners.. my guess this the shaders lighting model being somewhat
> screwed when handling coarsely tessellated objects, that's just a
> guess though. I'd suspect this issue might have been in there in the
> first place but hidden by the incorrect lighting settings.
I bumped into this issue as well yesterday, and it's caused by incorrect texture
wrapping modes set on the fake texture that is used by ShadowMap to be able to
use the same shader with both textured and non-textured objects.
Setting the wrapping to CLAMP_TO_EDGE or REPEAT instead of CLAMP_TO_BORDER
solved it for me. (which one is correct in this case? it doesn't really matter
whether it's stretched or repeated...)
Since it's a simple 1x1 white texture, I guess using CLAMP_TO_BORDER would make
it try to blend into black (by default) borders, which caused the visual result
we were getting.
J-S
--
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Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
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