Hi Robert,

*If I comment out the view->setLightingMode(osg::View::NO_LIGHT); everything
works as your scene graph sets out

*That's what I do to make it works for the time being.

*In your own code just don't bother the setting anything in view w.r.t
lighting, just set it up in your own scene graph and things should work just
fine.*

In fact I tune my view like this :

-> set the default lighting mode from the view (do not call
view->setLightingMode() ) I suppose it's osg::View::HEADLIGHT.
-> set the light from the view as the light from my own lightsource
(view->setLight(rpSunLightSource->getLight()))
-> set the desired position from my light

And it's working well...

2009/1/28 Robert Osfield <[email protected]>

> Hi Alexandre,
>
> Curious.  If I comment out the
> view->setLightingMode(osg::View::NO_LIGHT); everything works as your
> scene graph sets out.  But with no viewer light set it doesn't work...
>
> I suspect much of these problems come about because to get osgViewer
> up and running more quickly I choose to reuse a very old class used
> for doing basic rendering of scenes - osgUtil::SceneView, it's not
> really a perfect for this role so there is a little jumping out with
> where various settings are made.  The right thing to do would be to
> refactor osgViewer so that it didn't use SceneView at all, but... this
> is not a quick job, and well beyond the scope of work before OSG-2.8.
>
> So for the time being I'll look at what's happen with a view to making
> it more consistent.  In your own code just don't bother the setting
> anything in view w.r.t lighting, just set it up in your own scene
> graph and things should work just fine.
>
> Robert.
>
> On Wed, Jan 28, 2009 at 2:37 PM, Alexandre Amalric
> <[email protected]> wrote:
> > Hi Robert,
> >
> > Sorry I've made in mistake with attaching an erronous file, here is the
> file
> > producing the bug.
> >
> >
> > 2009/1/28 Alexandre Amalric <[email protected]>
> >>
> >> Hi Robert,
> >>
> >> sorry to bother you again but it seems that the fix you've merged works
> >> for the previous osgLight.cpp file I have sent to you but not for my
> >> application.
> >>
> >> So I decided to write another osgLight.cpp (attached) file wich is more
> >> like my application lighting setup.
> >>
> >> The bug is appearring again with passing --addslave args.
> >>
> >> Kind regards,
> >>
> >> 2009/1/28 Alexandre Amalric <[email protected]>
> >>>
> >>> Hi Robert,
> >>>
> >>> Thank you for all those explanation, it's all make sense now. You're
> >>> perfectly right when you say that I want manage my own lighting, that's
> why
> >>> I told the viewer to bet set up with NO_LIGHT. I'm gonna update my svn
> >>> version from OSG and try the fix in my own application.
> >>>
> >>> Kind regards,
> >>>
> >>> 2009/1/27 Robert Osfield <[email protected]>
> >>>>
> >>>> Hi Alexandre,
> >>>>
> >>>> On Tue, Jan 27, 2009 at 5:29 PM, Robert Osfield
> >>>> <[email protected]> wrote:
> >>>> > Now, the question for me is why adding the slave fixes things, and
> why
> >>>> > without the slave the defaults are having an effect.  It looks like
> an
> >>>> > order of initialisation issue - i.e. the master camera and it's
> >>>> > Renderer intialize with the defaults of the HEADLIGHT which enables
> >>>> > the GL_LIGHTING mode by default, but the later reset of the
> >>>> > LightingMode to be NO_LIGHT doesn't actively change the GL_LIGHTING
> >>>> > mode/enable disable.   I will continue to look into this, but once I
> >>>> > do fix it the behaviour we should see is that there will be no
> >>>> > lighting enabled by default if you do NO_LIGHT.
> >>>>
> >>>> I have now tracked down the inconsitency to osgUtil::SceneView not
> >>>> passing on changes the GL_LIGHTING mode when the LightingMode is
> >>>> toggled on/off.  I've now fixed this and checked it into svn/trunk.
> >>>>
> >>>> This fix, will mean that in your example both with and without the
> >>>> slave Camera will behave the same, both won't have GL_LIGHTING mode
> >>>> enabled - which is exactly what you've told the viewer to do, and
> >>>> since the scene graph doesn't explictly enable GL_LIGHTING then this
> >>>> mode remains off, so no OpenGL lighting is enabled.
> >>>>
> >>>> To enable it you simple enable it manually in the scene graph, since
> >>>> you are managing your lighting in the scene graph then it makes
> >>>> perfect sense that you you be enabling the GL_LIGHTING mode for the
> >>>> subgraphs that require OpenGL lighting.
> >>>>
> >>>> Robert.
> >>>> _______________________________________________
> >>>> osg-users mailing list
> >>>> [email protected]
> >>>>
> >>>>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>>
> >>>
> >>>
> >>> --
> >>> Alexandre AMALRIC                   Ingénieur R&D
> >>> ===================================
> >>> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> >>> http://www.pixxim.fr
> >>
> >>
> >>
> >> --
> >> Alexandre AMALRIC                   Ingénieur R&D
> >> ===================================
> >> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> >> http://www.pixxim.fr
> >
> >
> >
> > --
> > Alexandre AMALRIC                   Ingénieur R&D
> > ===================================
> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> > http://www.pixxim.fr
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> _______________________________________________
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>



-- 
Alexandre AMALRIC                   Ingénieur R&D
===================================
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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