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View Full Version : Lighting on a 3 channel cluster


ajmurray
10-08-2007, 11:41 PM
Hi all,

While running a 3 channel cluster system, I've noticed that the lighting isn't persistent across all three displays. I.e. a cube lit one way on one channel will be lit differently on the other two channels.

All the three channels are using the same physical view point just with a different rotation. I tried placing a single directional light pointing straight down in the scene but this didn't fix the problem. Any suggestions?

-ajm

farshizzo
10-09-2007, 10:08 AM
The following code will disable the default head light and create a light that is attached to the view. The difference here is that the view offsets won't be applied to the light.light = viz.addLight()
viz.link(viz.MainView,light)
viz.MainView.getHeadLight().disable()

ajmurray
10-09-2007, 09:49 PM
It seems this only fixed the problem for objects added directly in the script. Other items added using the IDE or directly into the .viz file still show different lighting from channel to channel. Is there a way around this?

farshizzo
10-10-2007, 09:57 AM
I just tested it here and it works fine for both script objects and .viz objects. Can you send me a script that recreates the problem. You can post it here or email it to me at lashkari@worldviz.com