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 > > > > > _______________________________________________ > 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
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