Julian Looser wrote:
Hi,
I am using OSG in a multi-wall stereo rendering environment. We have
three walls, and we render both a left and right eye view for each
wall. To do this, in my application I create six osg::Cameras and
update their projection and view matrices each frame based on
head-tracking. I add the same subgraph under each camera, and I get a
seamless 3D scene across the three walls. So far so good.
My problem is with lighting. Although the 3D geometry is rendered in
the right place, it isn't lit correctly. For example, sometimes the
left view might be much brighter than the center view, which in turn
is brighter than the right view. This has me confused because all six
cameras are rendering the exact same scene, and the light is part of
the scene (rather than a head-light of the viewer for example).
Can you give more detail on the "sometimes"? Does that mean that the
lighting varies over different runs of your software, or that the
lighting is incosistent during a single run for some head positions? If
the latter, it sounds like the head transformation isn't applied
consistently to the light position. And is there some position for which
the lighting does seem to be correct?
Bye,
Paul
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