Hi
check if you treat directional light in a right way (i mean use light direction
instead of position and such)
28.03.2012, 13:29, "Andrey Ibe" :
> Hi,
>
> i am doing an off-line ray-tracing. at the beginning of the computation i
> fetch all the lights and then use them.
>
> the problem is, i a
Hi and thank you for the quick suggestion.
i double checked. i treat all three types of the light equally, in terms of
vector mathematics. the only difference is the attenuation stuff, but these
values are scalar.
Cheers,
Andrey
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Hi,
update: working! ... almost correctly
I have recently realized, that the problem may be caused by me not treating the
fourth vector component (w) well - but if i use .project() method of either
osg::Vec4d or osg::Vec4dH, it produces infinity for directional lights, which
is expected, but h
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