@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 > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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