If the developer just needs to use GL_LIGHT0 for their own purposes, then I don't think they'd need any new methods in View to do that. I think they can just create a Light with number 0 and change its parameters. How does OSG respond when there are two Light objects with the same number? If the user wants to disable lighting or switch over to some other built-in lighting system other than HEADLIGHT, then I agree that new methods in View would be required for that. -Paul
Seems like I should document this as: Viewer configures a default light, GL_LIGHT0. If you want to use lighting but need to change Viewer's default configuration, just change the attributes of GL_LIGHT0. If you don't need lighting, disable GL_LIGHTING and set it to PROTECTED. Does this sound like the right way to document Viewer's built-in lighting mechanism? If the light is part of the scene then its approach to use an osg::LightSource. If the light is associated with the viewer then its more appropriate to use new methods added to osg::View to control it. I can code stuff up to fit, but would like a bit of feedback first. Robert.
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