On Wed, Jun 6, 2012 at 5:30 AM, Sergey Polischuk <[email protected]> wrote: > Hi > > gles 2 dont support fixed pipeline lighting stuff like GL_LIGHT# and such, > which osg uses to manage lighting. To calculate proper lighting you should > supply shaders with light source parameters(position\direction, color etc) > through uniforms and use those. > > Cheers, > Sergey.
In my previous email I noted that I'm using the shader provided with the Android OpenGL ES2 example. I started to see lighting after I stopped using Qt as a window manager -- I'll deal with that why using Qt changes the output later. I switched to using EGL directly through blackberry's utils. The result is much better, but still flawed. Right now, I'm seeing this weird effect where it seems like faces are either being culled incorrectly or showing the wrong front/back face at certain angles. I don't know how to describe this further so I uploaded a short video: http://youtu.be/_yxLrGJD8HM I'd appreciate it someone could take a look. I also tried explicitly setting cull face front and back state attributes to off, but it doesn't make any difference. The shaders from that example are here: http://pastie.org/4040310: Preet _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

