On 8/12/10 11:35 , Alden Peterson wrote: > However this results in only one lighting condition being applied to the > entire > square/ground. I would like to allow lighting to be variable across the > surface - ie > if I have a spotlight on the surface, the entire ground will light up in the > same color > instead of having a gradient across it (as if the ground was subdivided into > many > polygons with their own lighting calculations).
Do your constraints allow the use of fragment shaders for per-pixel lighting? It's much more efficient than creating highly tesselated geometry just to achieve smooth lighting. /ulrich _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

