Re: [osg-users] Lighting shader problem

2010-10-08 Thread David Callu
Hi Aitor In your code lightPosition = (x=0, y=40, z=0, w=0.3), so you use a directional light (w != 1.0). so you need in your shader a directional light computation. (see Orange book or here http://www.lighthouse3d.com/opengl/glsl/index.php?ogldir1 for more explanation) Or you want a point

Re: [osg-users] Lighting shader problem

2010-10-08 Thread Aitor Ardanza
ledocc wrote: Or you want a point light and you can keep your shader but lightPosition.w must be equal to 1.0. HTH David Callu OK, has been a pretty big mistake, sorry. Setting w to 1 everything is ok! Thanks -- Read this topic online here:

Re: [osg-users] Lighting shader problem

2010-10-04 Thread Aitor Ardanza
ledocc wrote: Is you normal of your model well defined and normalized ? Whitout shaders model looks perfect, and you can see the changes moving the light of the site. ledocc wrote: I suppose you used an osg::Light to define your light. Have you put it in a osg::LightSource ? Code: int

Re: [osg-users] Lighting shader problem

2010-10-04 Thread Trajce (Nick) Nikolov
the viewer by default is attaching a light. Setup your viewer with NO_LIGHT (or something like that, look in the code), and then create and control your own light -Nick On Mon, Oct 4, 2010 at 11:19 AM, Aitor Ardanza aitoralt...@terra.es wrote: ledocc wrote: bug fix: - ViewDirection =

Re: [osg-users] Lighting shader problem

2010-10-04 Thread Aitor Ardanza
ledocc wrote: bug fix: - ViewDirection = normalize(eyePosition - fvObjectPosition.xyz); + ViewDirection = normalize( - fvObjectPosition.xyz); I already had tried before, but does not solve the problem. If you disable the shader, with the standard osg lighting, gives me no problems, the

Re: [osg-users] Lighting shader problem

2010-10-04 Thread David Callu
Hi Aitor, Is you normal of your model well defined and normalized ? I suppose you used an osg::Light to define your light. Have you put it in a osg::LightSource ? Could you provide an example to reproduce your issue This will become hard to solved it without more information. David Callu

Re: [osg-users] Lighting shader problem

2010-10-04 Thread Aitor Ardanza
Trajce (Nick) Nikolov wrote: the viewer by default is attaching a light. Setup your viewer with NO_LIGHT (or something like that, look in the code), and then create and control your own light-Nick Neither solves ... Could I use the standard osg lighting if I use a vertex program to change

Re: [osg-users] Lighting shader problem

2010-10-04 Thread Trajce (Nick) Nikolov
maybe better to put something in while we can compile and test and see if can help - including the model -Nick On Mon, Oct 4, 2010 at 5:37 PM, Aitor Ardanza aitoralt...@terra.es wrote: ledocc wrote: Is you normal of your model well defined and normalized ? Whitout shaders model looks

Re: [osg-users] Lighting shader problem

2010-10-01 Thread Aitor Ardanza
Thanks for the correction, but the result is the same ... Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32254#32254 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Lighting shader problem

2010-10-01 Thread David Callu
Hi Aitor try this: Your code do the job in eye coordinate so eyePosition = vec3(0,0,0) and you don't need eyePosition uniform; bug fix: - ViewDirection = normalize(eyePosition - fvObjectPosition.xyz); + ViewDirection = normalize( - fvObjectPosition.xyz); HTH David Callu 2010/10/1 Aitor

[osg-users] Lighting shader problem

2010-09-30 Thread Aitor Ardanza
Hi, I'm doing tests with shader for the lighting and the following problem happens to me ... With the camera close enough, all goes well, but if they turn away, do not seem to take into account the position of the light. Two images: the first up close, and the other from a distance and back

Re: [osg-users] Lighting shader problem

2010-09-30 Thread Greg Myers
Hi Aitor, I'm definitely not a shader guy but how does your eyePosition variable ever get set?? Cheers, Greg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32228#32228 ___ osg-users mailing list

Re: [osg-users] Lighting shader problem

2010-09-30 Thread Aitor Ardanza
Hi, I get it by : Code: osg::Vec3f eye; osg::Vec3f center; osg::Vec3f up; getCamera()-getViewMatrixAsLookAt(eye, center, up); if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-setElement(0,osg::Vec3(eye._v[0],eye._v[1],eye._v[2])))

Re: [osg-users] Lighting shader problem

2010-09-30 Thread Frederic Bouvier
if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-setElement(0,osg::Vec3(eye._v[0],eye._v[1],eye._v[2]))) why not : if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-set(eye)) ? -Fred ___