Hi,
(I have a vague memory of this question being asked years ago but I
cannot find the discussion.)
In the example program osgprerendercubemap, if you study the reflections
you can see, at the borders between the faces of the cubemap used to
render the reflects, inconsistencies in the specular highlights. Upon
further inspection in my own code (just rendering the cubemap itself),
it appears that the lighting, and hence the specular reflections, are
calculated for a light that is fixed relative to the per-cubemap-face
camera rather than fixed in world coordinates. Consequently, when an
object shifts from the right edge of one camera to the left edge of the
next camera, the reflection is rendered from a totally different
relative light position. The visual seams are quite obvious when you
know what to look for, and even more so in my program based off this one.
Any advice on how to eliminate this effect would be greatly appreciated.
Thanks in advance,
Andrew
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