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
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
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
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 wrote:
Hi,
(I have a vague memory of this question being asked years ago but I cannot
find the discussion.)
In the example program
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
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