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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