As for limitation osg::Light/LightSource/OpenGL lighting all work with
the same limitations - that is there is only ever guaranteed to be 8
fixed function pipeline light supported.  If you want to use more than
8 then you'll need to use shaders, or localize the lights to
difference subgraphs have different lights assigned for them.  The
fact you need to position lights as well means that one has to apply
the appropriate modelview matrix for each of these lights before
application, which complicated the implementation.  The only way to
tackle this right now with the OSG is to break the scene up into
separate subgraphs that each target their own RenderStage.  This is
possible, but awkward at present.
Thanks. Things are very clear now. If I develop a solution worthy to be shared with others, I will be back.

Thanks once again,
John

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