spotCutoff and spotExponent are as described in the OpenGL red book, and basically control the angle and falloff of the spot light cone. If you are saying you want to actually see the cone of light, as if it is shining through some hazy or dusty air, then how you render this depends on the atmospheric effect you are trying to obtain. Haze, fog, and dust look different, for example. It also depends on your acceptable level of realism; you could draw the front face of a cone with blending enabled, for example, but that's hardly photorealism. On the other extreme, you could use volume rendering techniques and 3D textures, rendering back-to-front slices... -Paul
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Qasim Mumtaz Sent: Thursday, January 18, 2007 11:55 AM To: [email protected] Subject: [osg-users] light Hi. I want to use light as coming from tourch. How can I make a cone glow so that it seems like emitting light. I suppose for this I need diffused component with both position and direction, but still not sure. Any Advise ? Also what is spotCuttoff and spotExponent used for ? _____ It's here! Your new message! Get new <http://us.rd.yahoo.com/evt=49938/*http://tools.search.yahoo.com/toolbar/fea tures/mail/> email alerts with the free Yahoo! <http://us.rd.yahoo.com/evt=49938/*http://tools.search.yahoo.com/toolbar/fea tures/mail/> Toolbar.
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