Hi Christophe,

I also use fire/smoke effects, and actually all are emissive (= bright at 
night). If you get a solution, I'm interested! ;)

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


Le Fri, 20 Feb 2009 12:05:16 +0100, Christophe.medard 
<[email protected]> a écrit:

> 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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