Hi Robert,
thank you for your answer but it still didn't solve my problem. If my
graph starts at 'root' node, it will render correctly. The problem
appears when I add 'group' as a starting node (with the 'camera' node as
a child).
Is it possible that 'camera' node activates the global directional
light? If it does, how could I disable it? Because I don't want the
global directional light lit my scene.
Jan
On 06/15/2010 10:02 AM, Robert Osfield wrote:
Hi Jan,
The OSG by default enables a global directional light on GL_LIGHT0.
If you have a LightSource node that targets GL_LIGHT0 it'll override
this for the rendering stage that it's within.
Robert.
On Tue, Jun 15, 2010 at 7:38 AM, Jan Navratil<[email protected]> wrote:
Hello,
I need help with setting lights in OSG.
My scene graph look like this:
group
/ \
quad camera (PRE_RENDER)
|
root
|
shadowedScene (with ShadowMap)
/ \
model pointLight
First, I pre-render the shadowedScene to a texture (using FBO) and
then attach this texture to the quad. When OSG traverses the graph, it
correctly goes through the pointlight code (in ShadowMap) BUT after it
goes through the directional light code as well.
Where does this directional light come from? How could I disable it?
Thank you for you help.
Cheers, Jan
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