Hi,

I'm looking into an older implementation of osg. I struggling with some 
lightpoint which have directionsectors defined.

I have lightpoints which change their appearance due to viewing position of the 
eyepoint. As you can see below, we are defining some lights in a .osg file, 
this is loaded by our engine and the lights are displayed.


Code:

Group {
 name "Lights_PAPI"
 nodeMask 0xffffffff
 cullingActive FALSE
 num_children 2
   osgSim::LightPointNode {
   nodeMask 0xffffffff
   cullingActive FALSE
   num_lightpoints 1
   minPixelSize 0
   maxPixelSize 10
   maxVisibleDistance2 20e+010
   pointSprite FALSE
   lightPoint {
      isOn TRUE
      position -21.5745 -336.3172 0.8935
      color 1 0 0 1
      intensity 0.04
      radius 5.5
      blendingMode BLENDED
      osgSim::DirectionalSector {
         direction -0.572689 -0.819772 0
         angles 6.28318 0.13614 6.28318 0
      }
   }
 }
  osgSim::LightPointNode {
   nodeMask 0xffffffff
   cullingActive FALSE
   num_lightpoints 2
   minPixelSize 0
   maxPixelSize 10
   maxVisibleDistance2 20e+010
   pointSprite FALSE
   lightPoint {
      isOn TRUE
      position 44.2707 -379.8886 0.8936
      color 1 0 0 1
      intensity 0.04
      radius 5.5
      blendingMode BLENDED
      osgSim::DirectionalSector {
         direction -0.572689 -0.819772 0
         angles 6.28318 0.13614 6.28318 0
      }
   }
 }
}




We observe now, that even if the lights are only at different positions, that 
always the one on closer on the x-axis gets turned off earlier than the other 
one. 

I was looking for an error in our code, but even in the osgviewer the same 
behavior is present. Secondly I tried to find an approach to define the 
directionsector once for both lightpoint. But unfortunately without any success.

We can't include the light behavior into our engine, without larger effort, 
therefore we are looking for a solution base on the osg file format.

I really hoping to find some help!

Thank you!

kind regards,
Renato

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66383#66383





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