@Jan - Silverlining is the toolkit for ephemeris used in this project (
www.sundog-soft.com)

I have sent Arif fix

-Nick


On Mon, Nov 22, 2010 at 9:18 PM, Jan Ciger <[email protected]> wrote:

> 2010/11/22 Arif Yetkin Sarı <[email protected]>:
> > Hello again.
> >
> ...
> > 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 think that the light 0 is used as a skylight/headlight attached to
> the camera. So if you want to use that light, you have to turn the
> default light off.
>
> > 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 ?
>
> No idea what that nodekit does - they may well define their own lights.
>
> >
> > 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 ?
>
> What do you mean by "Silverlining"?
>
> > 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 ?
>
> OpenGL defines up to 8 user definable lights.  Unless you set
> something up yourself, you get only the default skylight/headlight
> created by OSG, nothing else. In plain OpenGL you would have no lights
> at all (ergo totally dark scene). So you need to define your own
> lighting rig if you want the scene to be lit.
>
> Regards,
>
> Jan
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