Hi Frederik,
Default vertex shader ( see line 278 of osgShadow::StandardShadowMap)
passes specular component through gl_SecondaryColor. If you expect specular
to be mixed with diffuse and ambient on primary gl_Color then you may need
to adjust the shaders. Use setMainVertexShader / setMainFragmentShader
methods to alter default shaders.
I cannot exclude there is a bug somewere. I did not test specular highlits
with osgshadow example. If there is a bug, then again, above setXXXshader
methods could be most probably used to apply workarounds.
Cheers,
Wojtek Lewandowski
----- Original Message -----
From: "Fredrik HemstrAsm" <fre...@foi.se>
To: <osg-users@lists.openscenegraph.org>
Sent: Tuesday, November 10, 2009 1:32 PM
Subject: [osg-users] LISPSM problem/question
Hi,
I am using the LISPSM shadow technique. It works great for the most of the
time. However i have noticed that the specular-light component doesn't
seems to work.
Is this a know issue or am I doing something wrong?
/Fredrik
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19400#19400
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