![]() |
|
|
|
#1
|
|||
|
|||
|
Vizard is built upon OpenSceneGraph, which in turn is based on OpenGL. The behavior of some Vizard primitives can be predicted through knowlege of OpenGL, but we're not always strict in this relationship.
|
|
#2
|
|||
|
|||
|
I'm wondering something similar with regards to ambient lighting, and I'm just looking for a confirmation or disconfirmation of whether ambient lighting of objects in the environment (with the headlight turned off) is determined just by their ambient properties, or if there is an ambient light that can be disabled?
Thank you |
|
#3
|
|||
|
|||
|
There is a default head-lamp that you can shut off if you don't want. See the documentation for "head-lamp" under "light basics". Otherwise, from my understanding, the light calculations follow the same rules as those in OpenGL (or OpenSceneGraph).
|
|
#4
|
|||
|
|||
|
Sorry if my last post wasn't clear, what I'm wondering is basically the answer to the first of your questions in your initial post: "is ambient light only specified by the material property <node3d>.ambient as set for each on-the-fly object?"
It doesn't seem like that question was directly addressed, which I assume means you were right, but I'd just like to know for sure. With the headlamp turned off, objects are still semi-visible, and I'd like them to be completely dark. I have gotten this to work by setting the ambient values of the objects to (0,0,0) - I'm just wondering if there's another way to get total darkness? Thanks again. |
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| lighting issue | cantwelljm | Vizard | 3 | 02-18-2006 09:21 AM |
| The effect of lighting on performance | JRichizzle | Vizard | 1 | 06-18-2004 11:40 AM |
| Problems with lighting in 2.0 | murm | Vizard | 6 | 04-21-2004 10:59 AM |
| Lighting Problem | Plasma | Vizard | 1 | 02-03-2004 12:09 PM |
| Vizard 2.0x lighting | FlyingWren | Vizard | 4 | 08-11-2003 01:20 PM |