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

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33927#33927





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