Excellent. I understood your previous post regarding how HEADLIGHT would work in a multiple-camera single-View scenario, so thanks for clarifying that for me. The methods you've added to View look like they'll do the trick nicely and ease my documentation process. Thanks again. -Paul
_____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Monday, May 07, 2007 4:03 PM To: osg users Subject: Re: [osg-users] SceneView in osgViewer Hi Paul, I have now added SceneView style methods for controlling the viewer global light, the new additions to osg::View are: /** Options for controlling the global lighting used for the view.*/ enum LightingMode { NO_LIGHT, HEADLIGHT, SKY_LIGHT }; /** Set the global lighting to use for this view. * Defaults to headlight. */ void setLightingMode(LightingMode lightingMode); /** Get the global lighting used for this view.*/ LightingMode getLightingMode() const { return _lightingMode; } /** Get the global light.*/ void setLight(osg::Light* light) { _light = light; } /** Get the global lighting if assigned.*/ osg::Light* getLight() { return _light.get(); } /** Get the const global lighting if assigned.*/ const osg::Light* getLight() const { return _light.get(); } The default LightingMode is HEADLIGHT, as per SceneView's defaults. Method calls that once worked with SceneView will work just the same with osg::View or any of the classes derived from it, such as osgViewer::Viewer. So the following will now work: viewer.setLightingMode(osg::Viewer::SKY_LIGHT); viewer.getLight()->setDiffuse(osg::Vec4(0.9f,0.6f, 0.8f,1.0f)); CompositeViewer manages a list of View's so for this you'll just need do to viewer.getView(0)->setLightingMode(...) etc. Robert.
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