Try:
camera->getOrCreateStateSet()->
setMode(GL_LIGHTING,osg::StateAttribute::OFF |
osg::StateAttribute::OVERRIDE);
osg::StateAttribute::OVERRIDE);
-don
On 1 Nov 2006 17:40:36 -0000, [EMAIL PROTECTED] <[EMAIL PROTECTED]
> wrote:
Hi Robert,
I appreciate your helping me with this problem. Perhaps a different view
will help here.
In the Producer::Camera I have
camera->scene->light_drawable->geometry_drawables
In my RTT camera node I have
cameraNode->scene->light_drawable->geometry_drawables
Attached to the cameraNode is a FBO.
If I disable the lighting in the cameraNode, and the light_drawable re-
enables it, could that be my problem?
I'm using a 3rd party tool that is based on OSG (Delta3D) so I have no
option but to use the light drawable. My thought was to intercept the
rendering by using preframe callbacks: one for the Producer camera and one
for the cameraNode. In these callbacks, I could modify the state of the
light_drawable. My initial thought was to remove the drawable in the
cameraNode preframe callback and add it back in the Producer::Camera
preframe callback, but I fear that by doing that, my scene would change to:
camera->scene->geometry_drawables->light_drawable
and I don't know what effect that would have on the rendering of my scene.
Of course, I can't figure out how to get a preframe callback for the
cameraNode, so I cannot test this theory. I tried using a node visitor and
removing the light drawable in it, but that caused bad things to happen
(i.e. program crashed.) I think that removing the drawable in the node
visitor's update callback caused the node traversal to break.
Thanks again.
Brian
> Hi Brian,
>
> From the osgtext example you'll find :
>
> camera->getOrCreateStateSet()->setMode
(GL_LIGHTING,osg::StateAttribute::OFF);
>
> I have just doubled checked that its functioning by commenting this
> line out and indeed the lighting goes on and problems occur with
> rendering.
>
> Robert.
>
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