Hi Vincent,
I'm not sure I understand... do you mean your blue sky sphere appears partially
white because of lighting? If yes, try disabling specular components (on both
light and sphere material if needed), this may be that white spot. Or did you
set light colors components 1?
And as far that
Hi Vincent,
If you don't want lighting to affect your skysphere, you should turn it off.
skysphere-getOrCreateStateSet-setMode( GL_LIGHTING,
osg::StateAttribute::OFF );
To make it transparent, you need to enable a blend function, as well as tell
OSG to put it in the transparent bin so that it
Hi,
Making a new king of skymap, I have this problem : the light source, closer
to the skymap (sphere with blue material only), make it render white,
because of the lighting...
I want to obtain the same thing without this white area...
I need to manage opacity of this sphere, so Lighting ON
Yes, I have a partially white sphere. I cannot set specular OFF, I need it
for others nodes in the scene. I cannot modify light in fact.
So I need to change skymap parameters.
Yes, set the material of your sky sphere to have no specular component.
If I put lighting OFF, the opacity do not
Hi,
Yes, I have a partially white sphere. I cannot set specular OFF, I need it
for others nodes in the scene. I cannot modify light in fact.
So I need to change skymap parameters.
If I put lighting OFF, the opacity do not seems to work...
How can I combine : no ligthing area visible on skymap
Try to assign a signle color and BIND_OVERALL-it to the sphere. Change then the
transparency dynamically, and tell me what happens!
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 19 Nov 2008 17:32:52 +0100, Vincent Bourdier [EMAIL PROTECTED] a
Hi,
2008/11/19 Sukender [EMAIL PROTECTED]
Yes, I have a partially white sphere. I cannot set specular OFF, I need
it
for others nodes in the scene. I cannot modify light in fact.
So I need to change skymap parameters.
Yes, set the material of your sky sphere to have no specular
No, as I said, material is for lighting only. Loog at OpenGL references.
For instance http://www.falloutsoftware.com/tutorials/gl/gl8.htm . It reads:
In OpenGL, by assigning a material property to an object (defined by RGB color
format), you are theoretically assigning the color which is
Okay, I've understand that, and I have to modify my function to set a node
transparent, accessing to the color data and modifying it...
Thanks a lot for your help :-)
Regards,
Vincent.
2008/11/19 Sukender [EMAIL PROTECTED]
No, as I said, material is for lighting only. Loog at OpenGL
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