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 > ______________________________**_________________ > osg-users mailing list > osg-users@lists.**openscenegraph.org <[email protected]> > http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** > openscenegraph.org<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org> >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

