[osg-users] Lightpoint behavior with DirectionalSector
Renato Semadeni
rsemadeni at flyelite.ch
Mon Feb 22 05:49:28 PST 2016
Hi,
I'm looking into an older implementation of osg. I struggling with some lightpoint which have directionsectors defined.
I have lightpoints which change their appearance due to viewing position of the eyepoint. As you can see below, we are defining some lights in a .osg file, this is loaded by our engine and the lights are displayed.
Code:
Group {
name "Lights_PAPI"
nodeMask 0xffffffff
cullingActive FALSE
num_children 2
osgSim::LightPointNode {
nodeMask 0xffffffff
cullingActive FALSE
num_lightpoints 1
minPixelSize 0
maxPixelSize 10
maxVisibleDistance2 20e+010
pointSprite FALSE
lightPoint {
isOn TRUE
position -21.5745 -336.3172 0.8935
color 1 0 0 1
intensity 0.04
radius 5.5
blendingMode BLENDED
osgSim::DirectionalSector {
direction -0.572689 -0.819772 0
angles 6.28318 0.13614 6.28318 0
}
}
}
osgSim::LightPointNode {
nodeMask 0xffffffff
cullingActive FALSE
num_lightpoints 2
minPixelSize 0
maxPixelSize 10
maxVisibleDistance2 20e+010
pointSprite FALSE
lightPoint {
isOn TRUE
position 44.2707 -379.8886 0.8936
color 1 0 0 1
intensity 0.04
radius 5.5
blendingMode BLENDED
osgSim::DirectionalSector {
direction -0.572689 -0.819772 0
angles 6.28318 0.13614 6.28318 0
}
}
}
}
We observe now, that even if the lights are only at different positions, that always the one on closer on the x-axis gets turned off earlier than the other one.
I was looking for an error in our code, but even in the osgviewer the same behavior is present. Secondly I tried to find an approach to define the directionsector once for both lightpoint. But unfortunately without any success.
We can't include the light behavior into our engine, without larger effort, therefore we are looking for a solution base on the osg file format.
I really hoping to find some help!
Thank you!
kind regards,
Renato
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66383#66383
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