Ignore:
Timestamp:
Jun 5, 2011, 6:44:54 PM (13 years ago)
Author:
Torben Dannhauer
Message:

Better Near&Far plane calculation to allow views from deeper space.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • osgVisual/trunk/src/sky_Silverlining/skySilverLining_skyDrawable.cpp

    r281 r292  
    7070
    7171        direction = osg::Vec3(x, y, z);
    72         ambient = osg::Vec4(ra, ga, ba, 1.0);
     72                ambient = osg::Vec4(ra, ga, ba, 1.0);
     73        //ambient = osg::Vec4(ra*0.1, ga*0.1, ba*0.1, 1.0);     // For use with shadow
    7374        diffuse = osg::Vec4(rd, gd, bd, 1.0);
    7475
    7576        // xform the light direction into camera coordinates
    76         osg::Quat view = _view->getCamera()->getViewMatrix().getRotate();
     77        //osg::Quat view = _view->getCamera()->getViewMatrix().getRotate();
    7778        //direction = view * direction;
    7879        direction.normalize();
     
    8081        light->setAmbient(ambient);
    8182        light->setDiffuse(diffuse);
    82         light->setSpecular(osg::Vec4(0,0,0,1));
     83        //light->setSpecular(osg::Vec4(0,0,0,1));
     84                light->setSpecular(osg::Vec4(1.0,1.0,1.0,1));   // Test
    8385        light->setPosition(osg::Vec4(direction.x(), direction.y(), direction.z(), 0));
    8486    }
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