Chris Hanson wrote: > OpenGL FFP lights are point light sources only. > > Generally you have to simulate non-point light sources with arrays of lights > (FFP) or a custom shader (GLSL). No examples of either of these are included > in OSG. > > What are you trying to accomplish? > > > > -- > Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/ > (http://www.alphapixel.com/) > Training • Consulting • Contracting > 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • > GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL > Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • > LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android > > ------------------ > Post generated by Mail2Forum
So it is posible to implement it with GLSL and could you provide me with some reference materials ? I am experimenting and trying to implement summed area variance shadow mapping with extended light source. And i need to define this extended light source first . Regards Sajjad ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45518#45518 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org