Dirk Reiners wrote:
>       Hi Anthony,
> 
> On Mon, 2006-06-19 at 17:04 +0100, Anthony Steed wrote:
>> I would just note that having purely local lights leads to a 
>> combinatorial expansion of the number of lights required in some scenes: 
>> each light needs to be copied in to sub-graphs where there is a 
>> non-identical overlap in scope (e.g. having two lights and three 
>> "targets" each with different influence under the lights requires you to 
>> set up at least two different copies of one of the lights so that you 
>> can inherit the correct influence down the graph). This is a difficult 
>> situation in any scene graph, but there are alternatives to scope by 
>> hierarchy.
> 
> Hm, ok, that's a problem. We haven't seen a need for that kind of light
> setup before, but I can see it being useful for skilled developers. I'll
> have to think about a good way of managing that. 

Just to toss an idea:

I've previously worked with commercial scene graph which required the 
user to attach the light to each lit geometry. (The light-node's 
position was used as light position). Could that be folded into a 
"LightsChunk" (or whatever you may call it) that would keep a list of 
lights to be applied, this moving it into the material?

This is not at all what you do today though.

Regards,
/Marcus


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