You can also do it in shaders so you get real lighting but then you are
limited (ehm ... well, there are papers for this to have it done proper) to
8 lights I think. Ping me on email, I can send you some sample shaders for
cone lighting or how you call it

Nick


On Thu, Apr 4, 2013 at 2:04 PM, Sergey Polischuk <pol...@yandex.ru> wrote:

> Hi
>
> you can do this in a way similar to shadows
> for this you can use prebaked texture of light cone shape in section
> perpendicular to axis
> knowing cone angle and position you can set up transformation matrix to
> calculate texture coords to mentioned prebaked light spot texture (kind of
> projective texturing) when drawing geometry
>
> i dont know if it is doable with osg::TexMat, osg::TexGen and fixed
> pipeline blending, but surely doable with shaders and uniforms
>
> Cheers.
>
> 02.04.2013, 09:59, "Daniel Schmid" <daniel.sch...@swiss-simtec.ch>:
> > Hi all
> >
> > I have a number of modeled lightcones that simulate the illumination
> area of spotlights in my scene. These lightcones allow me to render
> lightshafts very nicely.
> >
> > Now I want to render the impact of the light on the lit geometry, known
> as lightmap. imagine a street lamp and the floor area beeing lit.
> >
> > I couldn't find any good documentation about rendering lightmaps. An
> important note, some lights may move, so rendering is on a per frame basis,
> no pre-baked lightmap.
> >
> > Anybody has some more experience?
> >
> > Thank you!
> >
> > Cheers,
> > Daniel
> >
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=53406#53406
> >
> > _______________________________________________
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> > osg-users@lists.openscenegraph.org
> >
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-- 
trajce nikolov nick
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