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
>>>>>
>>>>>
>>>>>
>>>>
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