Re, Robert!

Here is another (stupid?) question. What happens if I call:
    lightSource->getOrCreateStateSet()->setAttribute(light, 
osg::StateAttribute::ON);
(Please note that my models are under the "lightSource" node, and that I called 
"lightSource->setLocalStateSetModes(osg::StateAttribute::ON);" before).
The result seems odd (combined with the two LightSources having the same 
number).

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Tue, 25 Nov 2008 10:51:33 +0100, Sukender <[EMAIL PROTECTED]> a écrit:

> Thank you, Robert. I'm still investigating to try to understand the 
> "artifact" I found about strange lighting. But what you tell gives me more 
> questions than answers! Crap. I'll continue then. Anyway, what you say is 
> interesting for me. Thanks again.
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
> Le Tue, 25 Nov 2008 10:38:36 +0100, Robert Osfield <[EMAIL PROTECTED]> a 
> écrit:
>
>> Hi Sukender,
>>
>> If the two LightSource node, that use the same light number, fall in
>> the same RenderStage then the last one to be traversed will be the one
>> that takes precedence, and the previous one will be ignored.
>> Effectively a light can only be in one place at one time.
>>
>> Robert.
>>
>> On Tue, Nov 25, 2008 at 12:14 AM, Sukender <[EMAIL PROTECTED]> wrote:
>>> Hi all,
>>>
>>> Just a stupid question (does it require a stupid answer? ;) ): What happens 
>>> to OpenGL/OSG when two LightSources with the same number are added to the 
>>> graph? How does the cull/render behave?
>>> (Yes, I tried it)
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>>> _______________________________________________
>>> osg-users mailing list
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>>>
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