Hello again. First of all thanks for the advices.
The models look ok in cal3D openGL based viewers. Though I couldn't setup independent cal3d properly and run its viewer. (I work on a simulation project, which uses osgCal to load animated meshes, thats where i code, and see the bug mentioned in this topic) Also I checked if specular exponent is used anywhere. it is a part of osgFX::SpecularHighlights , and it is not used in my project. But i did manage to overcome the problem by setting my light mSun = new osg::LightSource; mSun->getLight()->setLightNum(0); to mSun = new osg::LightSource; mSun->getLight()->setLightNum(1); I am curious and have a few questions : (I am new to OSG, and maintaining someone else's project, so sorry for the noob questions :) Why light slot 0 is problematic ? When i completely delete my light, i still get visual (not complete darkness in the scene). So it means i have another light source ? Probably my sun and the other light is both assigned as light0, so this may be the cause of the overlit problem ? I dont have any lights other then mSun, but i see that in the code osgEphemeris is used. It has internal moon and sun light, so they are probably overlapping with my manual sun light ? And also, i heard that Silverlining can illuminate your scene like osgEphemeris, if so, it has also internal lights too ? How can i understand which light slots ephemeris and silverlining is using ? Did I understand the light slot concept correct ? : U can use 8 lights, and u need to assign them properly to make it work as expected ? Thank you for your patience. Arif ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33927#33927 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

