Jean-Baptiste Authesserre wrote:
This is the result when I remove the helmet. I really don(t
understand. The square is obtained thanks to the following way. I
ceated a cube with blender 3*3*0.1 (small depth along th Z-axis)
I load on that cube a texture. I attach to this mail the result
without the helmet and the texture attached to the cube.
It's very strange...
You can check the .osg file exported by Blender to see if the normals
are set correctly. There shouldn't be that many for this simple model I
suspect.
Paul
2008/6/18 Paul Melis <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>:
Jean-Baptiste Authesserre wrote:
Sorry for the previous mail. I'm a little confused. My camera
is configured to take Y-axis as UP axis. In my 3D-model, I put
the helmet so that the bottom of the helmet correspond to
negative Y, and the top to positive Y (cf attached figure).
The camera look at (0, 0, 0). Thus I can obtain the attached
image. To enlight the scene I put the light at 0 on X-axis so
the region around the bottom corners of the square be
enlighten the same way (the square is in the XY plane).
However the region around bottom-left corner is darker than
the region around bottom-right corner. What have I missed?
Ah! You said "my object isn't uniformly enlighten" in your
original mail. With "object" I figured you meant the whole
thing/"helmet". I now see what you mean w.r.t. the dark corner on
the square. Could it be that you have an incorrect normal for that
corner of the square? Are the square and helmet one object? Does
it still show when you display only the square (i.e. could it be
an artifact that actually comes from the helmet, and not the square)?
Paul
Jean-Baptiste
2008/6/18 Jean-Baptiste Authesserre <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]> <mailto:[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>>>:
Hi,
I am a little confused. My camera
2008/6/18 Paul Melis <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>
<mailto:[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>>:
Jean-Baptiste Authesserre wrote:
Hi everyone,
I have some problem with OSG Light, and I don't find
answer in the osg archives. My problem is the
following :
I don't understand why with the following code my
object
isn't uniformly enlighten. (cf. image in attached
document)
-The black and white square of the image is centered at
(0, 0, 0) (in world frame with convention (x, y, z))
-The camera is located at (0, 0, -20)
-the light is located at (0,20, -15)
If you didn't change this yourself then +Z will be the up
axis, btw
The code for activating light is the following:
/*****************************
** light *************************************/
//Creation of light source
osg::Light* light = new osg::Light();
osg::LightSource * lightsource = new
osg::LightSource();
lightsource->setLight(light);
// put the light source in the scenegraph
root->addChild(lightsource);
// turn light on
osg::StateSet * stateset =
root->getOrCreateStateSet();
lightsource->setStateSetModes(*stateset,
osg::StateAttribute::ON);
light->setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
//light->setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
//light->setSpecular(osg::Vec4d(1.0, 1.0, 1.0,
1.0));
light->setPosition(osg::Vec4d(0.0, 20.0, -15.0,
1.0));
/******************************************************************************/
So, I don't understand why the bottom-left corner of my
square is darker than the others corners
I don't see any difference here between left and right
bottom
corners, they're equally dark IMHO. Which seems to make
sense,
as you've put the light source above and little in front of
the camera, but in the center of the object (the X plane).
Paul
Has anybody an Idea?
Best regards,
Jean-Baptiste.
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