Hi Jean-Sebastien, Looking at the code, I think the mistake is that the OSG material's specular > color gets set to the Max material's specular color multiplied by shinstr / > 9.99f. shinstr seems to be Specular Level, which will be between 0 and 1 > (mapping to 0 - 100 in Max). So my value of 64 is 0.64, and the specular > color gets multiplied by about 0.064, which leaves almost nothing. What is > that division by almost 10? If I remove this I get something closer to what > I expect... Much closer to what is visible in Max anyways. >
I'm not sure who the original author of that code is, so I don't know the reason for that division. You're probably correct about removing it. I'll take a closer look at it and get back to you. Cheers, Farshid
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