Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Ravi Mathur
No worries, thank you for looking into it anyway. :) To be honest, I don't think that "fixing" this behavior within OSG is worth it. The code additions to ViewerBase::renderingTraversals() would be duplicated from Renderer and SceneView, and would only benefit fringe cases where the user wants

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Robert Osfield
Hi Ravi, Oh well. I've removed the LightingMode changes, there is a little clean up in there so I've merged this with master. FYI, LightingMode is really just there for convince and backwards compatibility back to the 1.0/2,0 days of the OSG. These days I'd write lighting management all myself

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Ravi Mathur
robertosfield wrote: > Ops, don't send modifications without compiling them first... > > The View::LightingMode and SceneView::LightingMode aren't compatible > enum's so can't be passed as is. I've spotted a better way of doing > this update, putting into the Renderer::updateSceneView() method

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Robert Osfield
Ops, don't send modifications without compiling them first... The View::LightingMode and SceneView::LightingMode aren't compatible enum's so can't be passed as is. I've spotted a better way of doing this update, putting into the Renderer::updateSceneView() method along with the setting of the

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Robert Osfield
HI Ravi, On 10 January 2018 at 14:53, Ravi Mathur wrote: > I just checked, and the same behavior & solution exists on master. Looking at the internal setup of the rendering backend I think the reason for the behavior is that the Renderer implement found in

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Ravi Mathur
ravidavi wrote: > > robertosfield wrote: > > HI Ravi, > > > > I haven't yet looked deeply into the issue as I'm still in post > > holiday catch up mode. What version of the OSG are you using? > > > > Robert. > > > > > I'm on the OpenSceneGraph-3.5.6 tag. I just checked, and the same

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Ravi Mathur
robertosfield wrote: > HI Ravi, > > I haven't yet looked deeply into the issue as I'm still in post > holiday catch up mode. What version of the OSG are you using? > > Robert. > I'm on the OpenSceneGraph-3.5.6 tag. -- Read this topic online here:

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-10 Thread Robert Osfield
HI Ravi, > If Robert or any of the other experienced folks on here think that I'm > mistaken on this, or have other more elegant solutions, please let me know. > Otherwise I'll consider the matter closed. I haven't yet looked deeply into the issue as I'm still in post holiday catch up mode.

Re: [osg-users] Slave camera lighting with disabled main camera

2018-01-09 Thread Ravi Mathur
OK I figured it out after digging further into SceneView. In case anyone else ever runs into this, here is what's going on and how to fix it. When a new View is created (e.g. osgViewer), it defaults to HEADLIGHT mode and internally creates the master Camera, along with a Renderer and SceneView

[osg-users] Slave camera lighting with disabled main camera

2018-01-08 Thread Ravi Mathur
Hi all, Sorry to bring up yet another question about osg::View::setLightingMode(NO_LIGHT), but I'm having trouble understanding some lighting behavior. Suppose I have a simple scene with no explicitly-specified StateSets ... e.g. I'm not setting lights or enabling GL_LIGHTING or anything like