That's it! Many thanks! That had been a source of frustration for some time.
-Andrew
On 07-Nov-12 17:52, Farshid Lashkari wrote:
Hi Andrew,
Try applying an osg::LightModel state attribute to your scene graph
with setLocalViewer set to true. I use this to get consistent specular
highlights across walls in our CAVE setups. Hope this helps.
Cheers,
Farshid
On Wed, Nov 7, 2012 at 5:22 AM, Andrew Straw <straw...@astraw.com
<mailto:straw...@astraw.com>> wrote:
Dear Robert,
Thanks for your suggestion, but that does not fix the issue. (Diff
to osgprerendercubemap.cpp attached.) Any other ideas?
-Andrew
On 11/05/2012 10:37 AM, Robert Osfield wrote:
HI Andrew,
Try putting an osg::LightSource with a positional light into the
scene.
Robert.
On 3 November 2012 13:01, Andrew Straw <straw...@astraw.com
<mailto:straw...@astraw.com>> wrote:
Hi,
(I have a vague memory of this question being asked years ago
but I cannot find the discussion.)
In the example program osgprerendercubemap, if you study the
reflections you can see, at the borders between the faces of
the cubemap used to render the reflects, inconsistencies in
the specular highlights. Upon further inspection in my own
code (just rendering the cubemap itself), it appears that the
lighting, and hence the specular reflections, are calculated
for a light that is fixed relative to the per-cubemap-face
camera rather than fixed in world coordinates. Consequently,
when an object shifts from the right edge of one camera to
the left edge of the next camera, the reflection is rendered
from a totally different relative light position. The visual
seams are quite obvious when you know what to look for, and
even more so in my program based off this one.
Any advice on how to eliminate this effect would be greatly
appreciated.
Thanks in advance,
Andrew
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