HI Andrew,

Try putting an osg::LightSource with a positional light into the scene.

Robert.

On 3 November 2012 13:01, Andrew Straw <[email protected]> wrote:

> 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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