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 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org