Hi Robert
I'll try.
The fact is that I used emissive particles systems (for explosions, fires),
and non emissives (for smokes principally).
The smokes are to appear light grey during day, of course non luminescent
during night.
I've got both diffuse and ambiant lighting in my scene during days hours.
Diffuse lighting not working on partiles systems wouldn't be a bad issues
(it's a pain to have to produce normals onto billboard sprites), but ambient
doesn't either ! So I never manage to get my grey smokes for normal (days)
conditions, they remain unvariably black (unless I set the particle system
emissive of course - which is bad in dawn/dusk/night conditions).
Christophe
----- Original Message -----
From: "Robert Osfield" <[email protected]>
To: "OpenSceneGraph Users" <[email protected]>
Sent: Friday, February 20, 2009 11:47 AM
Subject: Re: [osg-users] Non emissive ParticleSystem and lighting
Hi Christophe,
Could you please modifiy one of the particle examples to reproduce the
problem, then others will be able to see first hand the problem you
are trying to address. As a general note, lighting particles in a
conventional way is something I'd see as somewhat dubious. The
particles aren't real geometry, rather image based rendering is used.
Robert.
On Fri, Feb 20, 2009 at 10:37 AM, Christophe.medard
<[email protected]> wrote:
Hi All,
Billboarding issues appearing with OSG 2.4.x onto particle systems is
greatly fixed into OSG 2.8.0, however the issue concerning absence of
influence of the lighting onto non emissive particle effects (that is
present at least since osg 2.2.0) remains.
Has someone else also stated this bug with maybe a working bypass
correction
for it ?
(I tryed myself while back with osg 2.2.0 to set normals onto particles
vertex at rendering, but that was an unsuccesful attempt to fix the
lighting
problem : particles remained invariably black).
I'd be glad to know of any ideas about the reason or a way out of this
problem.
Christophe
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