Hi Jan, As I said, the default is GL_LIGHT0, if you aren't disabling this, or overriding it then it'll be there. Just using GL_LIGHT0 for your own light and you'll be fine.
Robert. On Tue, Jun 15, 2010 at 11:35 AM, Jan Navrátil <[email protected]> wrote: > I want to have one point light in my scene. It is set to use GL_LIGHT1 > calling myLight->setLightNum(1);. > This light should cast shadows. I set up ShadowedScene with ShadowMap > technique. > > All these things I want to prerender to texture and then I want to attach > the texture to a quad (see sample graph in my first post). > > Jan > > > > > On 06/15/2010 12:23 PM, Robert Osfield wrote: >> >> Hi Jan, >> >> I don't really know enough about your setup to know exactly why it's >> not doing what you want it too. You don't mention anything about what >> light numbers you are trying to use, is it the same? Have you tried >> disabling the GL_LIGHT0? Have you tried assigning your own global >> light source node? >> >> Robert. >> >> On Tue, Jun 15, 2010 at 11:08 AM, Jan Navrátil<[email protected]> >> wrote: >> >>> >>> 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 >>>>> _______________________________________________ >>>>> osg-users mailing list >>>>> [email protected] >>>>> >>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>> >>>>> >>>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

