[osg-users] osg::Light Simple Question ?

Ümit Uzun umituzun84 at gmail.com
Sat Jul 19 04:12:03 PDT 2008


Hi Gordon,

I have tried "terrainScaleMAT->getOrCreateStateSet()->setMode(
GL_RESCALE_NORMAL, osg::StateAttribute::ON );" pattern but the result is
same. There is no light effect on the terrain. I don't understand why?

I can change the light effect for the spheres by
"lightMarkerGeode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF
or ON);" but same code for terrainnode isn't working.

Thanks for all replies,

Ümit UZUN

2008/7/19 Gordon Tomlinson <gordon.tomlinson at sensor.com>:

>  Does your terrain does have Normals ?
>
> Also you have a scale on your terrain (and a non-uniform scale at that) so
> you WILL have to re-normalize your normals
>
> See http://www.vis-sim.com/osg/osg_faq_1.htm#f19
>
>
>  ------------------------------
> *From:* osg-users-bounces at lists.openscenegraph.org [mailto:
> osg-users-bounces at lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
> *Sent:* Saturday, July 19, 2008 6:11 AM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] osg::Light Simple Question ?
>
>  Thanks for reply,
>
> I have converted terrain model to osg and opened it with text editor. osg
> file format like below;
>
>
> ------------------------------------------------------------------------------------------------------
> Group {
>   name "db"
>   nodeMask 0xffffffff
>   cullingActive TRUE
>   num_children 1
>   Geode {
>     DataVariance STATIC
>     name "p1_437"
>     nodeMask 0xffffffff
>     cullingActive TRUE
>     StateSet {
>       UniqueID StateSet_0
>       DataVariance STATIC
>       rendering_hint DEFAULT_BIN
>       renderBinMode INHERIT
>       GL_CULL_FACE ON
>       GL_LIGHTING OFF
>       Material {
>         ColorMode OFF
>         ambientColor 0.722 0.722 0.729 1
>         diffuseColor 0.918 0.918 0.918 1
>         specularColor 0.137 0.137 0.137 1
>         emissionColor 0 0 0 1
>         shininess 10
>       }
>       CullFace {
>         UniqueID CullFace_1
>         mode BACK
>       }
>       textureUnit 0 {
>         GL_TEXTURE_2D ON
>         Texture2D {
>           file "Cell 23.rgb"
>           wrap_s REPEAT
>           wrap_t REPEAT
>           wrap_r CLAMP
>           min_filter LINEAR
>           mag_filter LINEAR
>           maxAnisotropy 1
>           borderColor 0 0 0 0
>           borderWidth 0
>           useHardwareMipMapGeneration TRUE
>           unRefImageDataAfterApply TRUE
>           internalFormatMode USE_IMAGE_DATA_FORMAT
>           resizeNonPowerOfTwo TRUE
>         }
>         TexEnv {
>           mode MODULATE
>         }
>       }
>     }
>     num_drawables 1
>     Geometry {
>       DataVariance STATIC
>       useDisplayList TRUE
>       useVertexBufferObjects FALSE
>       PrimitiveSets 1
>       {
>         DrawArrays QUADS 0 1600
>       }
>            ......
>             .....
>             ......
>              etc.
>
> ------------------------------------------------------------------------------------------------------
>
> The TexEnv configuration have MODULATE mode. And I have changed it to
> GL_MODULATE and GL_LIGHTING OFF to ON but there is no light effect on
> terrain too. Then I deleted the TexEnv code block from the osg file format
> then lighting not effect too.
>
> Peter, I added "lightSS->setMode(GL_LIGHTING,osg::StateAttribute::ON);"
> pattern to my  code but there is no change on the state of terrain too.
>
> Jean, if I write a node visitor for TexEnv, I thing there won't be any
> change too, because of I have removed the TexEnv pattern from osg file
> format but there wasn't any change on terrain.
>
> Any idea for lightiing the terrain like other components.
>
> Thanks for all advices.
> Best Regards.
>
> Ümit UZUN
>
> 2008/7/19 Peter Wraae Marino <osghelp at gmail.com>:
>
>>  Hi,
>>
>> isnt there missing a
>> *setMode*( GL_LIGHT1, osg::StateAttribute::ON );
>>
>> for your terrain group? (or did I miss something?)
>>
>> Peter
>> http://osghelp.com
>>
>>
>>
>>   On Sat, Jul 19, 2008 at 12:39 AM, Ümit Uzun <umituzun84 at gmail.com>
>> wrote:
>>
>>>   Hi All,
>>>
>>> I have an simple question about light the terrain model problem. I have
>>> added two sphere(osg::Sphere) and one terrain(JoeDirt.flt) to the scene. I
>>> am trying to effect the components of scene with green light. Although green
>>> light could effected two of sphere,  couldn't get success on the terrain
>>> model. What can I do to effect the terrain with green light? I have tried
>>> this code block;
>>>
>>>
>>> --------------------------------------------------------------------------------------------------------------------------------------------------
>>> *int main()
>>> {
>>>         osgViewer::Viewer viewer;
>>>     osg::ref_ptr<osg::Group> root (new osg::Group);
>>>
>>>     osg::ref_ptr<osg::MatrixTransform> terrainScaleMAT (new
>>> osg::MatrixTransform);
>>>     osg::Matrix terrainScaleMatrix;
>>>      terrainScaleMatrix.makeScale(0.05f,0.05f,0.03f);
>>>
>>>     //Lighting code
>>>     osg::ref_ptr<osg::Group> lightGroup (new osg::Group);
>>>     osg::ref_ptr<osg::StateSet> lightSS (root->getOrCreateStateSet());
>>>     osg::ref_ptr<osg::LightSource> lightSource1 = new osg::LightSource;
>>>
>>>     // create a local light.
>>>     osg::Vec4f lightPosition (osg::Vec4f(0.0,0.0,3.0,1.0f));
>>>       osg::ref_ptr<osg::Light> myLight = new osg::Light;
>>>     myLight->setLightNum(1);
>>>     myLight->setPosition(lightPosition);
>>>         myLight->setAmbient(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
>>>         myLight->setDiffuse(osg::Vec4(0.1f,0.4f,0.1f,1.0f));
>>>         myLight->setConstantAttenuation(1.0f);
>>>     lightSource1->setLight(myLight.get());
>>>
>>>     lightSource1->setLocalStateSetModes(osg::StateAttribute::ON);
>>>     lightSource1->setStateSetModes(*lightSS,osg::StateAttribute::ON);
>>>
>>>     lightGroup->addChild(lightSource1.get());
>>>
>>>     //Light markers: small spheres
>>>     osg::ref_ptr<osg::Geode> lightMarkerGeode (new osg::Geode);
>>>     lightMarkerGeode->addDrawable(new osg::ShapeDrawable(new
>>> osg::Sphere(osg::Vec3f(-5.0f,-2.0f,3.0f),0.5f)));
>>>
>>>
>>> //lightMarkerGeode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
>>>
>>>     //Second light marker
>>>     lightMarkerGeode->addDrawable(new osg::ShapeDrawable(new
>>> osg::Sphere(osg::Vec3f(2.0f,-1.0f,3.0f),0.5f)));
>>>
>>>     //Loading the terrain node
>>>     osg::ref_ptr<osg::Node> terrainnode
>>> (osgDB::readNodeFile("JoeDirt.flt"));
>>>     terrainScaleMAT->addChild(terrainnode.get());
>>>     terrainScaleMAT->setMatrix(terrainScaleMatrix);
>>>
>>>     //adding the terrain node to the root node
>>>     root->addChild(terrainScaleMAT.get());
>>>
>>>     //lighting code
>>>     root->addChild(lightGroup.get());
>>>     //Adding the light marker geode
>>>     root->addChild(lightMarkerGeode.get());
>>>
>>>     // add the state manipulator
>>>         viewer.addEventHandler( new
>>> osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
>>>
>>>     viewer.setSceneData( root.get() );
>>>
>>>     return (viewer.run());
>>> }*
>>>
>>> --------------------------------------------------------------------------------------------------------------------------------------------------
>>>
>>> _______________________________________________
>>> osg-users mailing list
>>> osg-users at lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>> --
>> Regards,
>> Peter Wraae Marino
>>
>> www.osghelp.com - OpenSceneGraph support site
>>
>> _______________________________________________
>> osg-users mailing list
>> osg-users at lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
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