Sukender's post lets me know I'm not the only one having the problem, so I must do things correctly.
Sure, using the particles systems as emissive and changing on the run particles colors would work, but it's a pain (!). Having a specific set of classes taking care of the internals of the particle behaviour should allow the programmer to let them live they life whatever the changing of conditions. Besides, it's what the interface leads to expect, the emissive and lighting boolean being free to take the 'false' value (actually I don't understand why it doesn't work - at least concerning the ambient -, since in the implementation everything seems to be done to enable LIGHTING onto the stateset... but I must be missing something). If useful, I'll try today to find some time to modify the simple sample code to show the problem. As I recall, the key is the lighting parameter, the emissive_particles ones allowing just to have an additive blend func on sprites... I'm using myself customized PS subclasses (to ensure deterministic randoms, and other things) and a bit more complex lighting conditions model, but the anomaly will be same. Christophe --- Message d'origine --- > De : Robert Osfield <[email protected]> > À : OpenSceneGraph Users <[email protected]> > Sujet : Re: [osg-users] Non emissive ParticleSystem and lighting > Date : dim 22 fév 2009 11:41:45 CET > > Can't you change the particle colour to be appropriate for different > times of day? > > Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

