[osg-users] [Problem with osgLight]

Paul Melis paul at science.uva.nl
Wed Jun 18 08:39:48 PDT 2008


Jean-Baptiste Authesserre wrote:
> This is the result when I remove the helmet. I really don(t 
> understand. The square is obtained thanks to the following way. I 
> ceated a cube with blender 3*3*0.1 (small depth along th Z-axis)
> I load on that cube a texture. I attach to this mail the result 
> without the helmet and the texture attached to the cube.
> It's very strange...
You can check the .osg file exported by Blender to see if the normals 
are set correctly. There shouldn't be that many for this simple model I 
suspect.

Paul

>
> 2008/6/18 Paul Melis <paul at science.uva.nl <mailto:paul at science.uva.nl>>:
>
>     Jean-Baptiste Authesserre wrote:
>
>         Sorry for the previous mail. I'm a little confused. My camera
>         is configured to take Y-axis as UP axis. In my 3D-model, I put
>         the helmet so that the bottom of the helmet correspond to
>         negative Y, and the top to positive Y (cf attached figure).
>         The camera look at (0, 0, 0). Thus I can obtain the attached
>         image. To enlight the scene I put the light at 0 on X-axis so
>         the region around the bottom corners of the square be
>         enlighten the same way (the square is in the XY plane).
>         However the region around bottom-left corner is darker than
>         the region around bottom-right corner. What have I missed?
>
>     Ah! You said "my object isn't uniformly enlighten" in your
>     original mail. With "object" I figured you meant the whole
>     thing/"helmet". I now see what you mean w.r.t. the dark corner on
>     the square. Could it be that you have an incorrect normal for that
>     corner of the square? Are the square and helmet one object? Does
>     it still show when you display only the square (i.e. could it be
>     an artifact that actually comes from the helmet, and not the square)?
>
>     Paul
>
>
>         Jean-Baptiste
>
>         2008/6/18 Jean-Baptiste Authesserre <authesse at gmail.com
>         <mailto:authesse at gmail.com> <mailto:authesse at gmail.com
>         <mailto:authesse at gmail.com>>>:
>
>
>            Hi,
>
>            I am a little confused. My camera
>
>            2008/6/18 Paul Melis <paul at science.uva.nl
>         <mailto:paul at science.uva.nl>
>            <mailto:paul at science.uva.nl <mailto:paul at science.uva.nl>>>:
>
>
>                Jean-Baptiste Authesserre wrote:
>
>                    Hi everyone,
>
>                    I have some problem with OSG Light, and I don't find
>                    answer in the osg archives. My problem is the
>         following :
>                    I don't understand why with the following code my
>         object
>                    isn't uniformly enlighten. (cf. image in attached
>         document)
>                    -The black and white square of the image is centered at
>                    (0, 0, 0) (in world frame with convention (x, y, z))
>                    -The camera is located at (0, 0, -20)
>                    -the light is located at (0,20, -15)
>
>                If you didn't change this yourself then +Z will be the up
>                axis, btw
>
>
>
>                    The code for activating light is the following:
>
>                    /*****************************
>                    ** light *************************************/
>
>
>                       //Creation of light source
>                       osg::Light* light = new osg::Light();
>                       osg::LightSource * lightsource = new
>         osg::LightSource();
>                       lightsource->setLight(light);
>                       // put the light source in the scenegraph
>                       root->addChild(lightsource);
>
>                       // turn light on
>                       osg::StateSet * stateset =
>         root->getOrCreateStateSet();
>                       lightsource->setStateSetModes(*stateset,
>                    osg::StateAttribute::ON);
>                       light->setAmbient(osg::Vec4d(1.0, 1.0, 1.0, 1.0));
>                       //light->setDiffuse(osg::Vec4d(0.0, 0.0, 0.0, 0.0));
>                       //light->setSpecular(osg::Vec4d(1.0, 1.0, 1.0,
>         1.0));
>                       light->setPosition(osg::Vec4d(0.0, 20.0, -15.0,
>         1.0));
>
>                  
>          /******************************************************************************/
>
>                    So, I don't understand why the bottom-left corner of my
>                    square is darker than the others corners
>
>                I don't see any difference here between left and right
>         bottom
>                corners, they're equally dark IMHO. Which seems to make
>         sense,
>                as you've put the light source above and little in front of
>                the camera, but in the center of the object (the X plane).
>
>                Paul
>
>                    Has anybody an Idea?
>
>
>                    Best regards,
>
>                    Jean-Baptiste.
>                  
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