I have a number of scenes with a large number of old fashioned light maps. 
These light maps are basically textures that are set with blending and  I have 
a number of issues with these. 

I have 100's of these lights in the scene, but only a few a handful should be 
active in a scene at a time. At worst like 10. Its a really big scene.

So I wrote a cull-callback that would calculate a model view projection matrix 
for the light, and provide a texture index. This then calls back to a manager 
that sorts these by the X number of closest lights, and updates a uniform that 
contains a list of active lights for the current view.

I seem to be having an issue with the issue with my cull call back getting 
called when the light should be visible. At certain view angles I have lights 
just disappear. My question is, instead of trying to compile the lights by 
using a cull callback, would I be better creating my own drawable? and have it 
just make a callback to a manager handling the uniform with the light 
references instead of actually drawling anything.

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http://forum.openscenegraph.org/viewtopic.php?p=71650#71650





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