Are there any circumstances where VPB is known to not produce sensible vertex normals? Did a build of some terrain with VPB recently, and I haven't used it a lot because most of my customers rely on osgEarth for any non-trivial Earth models. The resulting model loaded and ran ok and the geometry and texture maps seemed fine, but when using the per-vertex normals to perform shininess rendering of ocean surfaces, the normals appear peculiar and non-continuous across tile boundaries.
I don't recall needing to do anything special for VPB normals, but honestly, my memory might not be serving me well. Any insight from anyone? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495]
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