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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