Julian Looser wrote:
> Hi Ulrich,
>> (The model and lightsource are a shared graph, right?)
> Yes, that's right.
>> With regards to the different lighting, how is your model
>> tessellated?  If it's coarsely tessellated and/or you're using face
>> normals then the lighting calculation might only be done on the
>> corner vertices and interpolated from there.
> The model is a simple box with no further tessellation, and just face
> normals. However, the effect is the same with more complicated and
> higher-tessellated models. I think the detail of the model shouldn't
> effect the lighting in this case... all the cameras are looking at the
> same lit scene from the same point, just with slight offsets in the
> projection and view matrices. Other than possibly subtle differences
> in specular highlights, I wouldn't think the scene should be lit any
> differently in each of the views. I realise the lighting won't look
> great on a low-tessellated model, but I think it should be consistent.
>
> I figure it's like taking multiple photos and stitching them together
> into a panorama... the world doesn't get lit completely differently
> just because you turn left and right a bit. :-(
FYI, you probably got a good suggestion from Terry Welsh (try enabling
GL_LIGHT_MODEL_LOCAL_VIEWER), but his reply doesn't seem to have been
added to this thread...

Paul
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