From Mahai Radu, improvements to handling of spotlights
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@@ -690,7 +690,7 @@ int main(int argc, char** argv)
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if (postionalLight)
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{
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lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius() ,1.0f);
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lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius()*2.0f ,1.0f);
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}
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else
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{
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@@ -729,7 +729,7 @@ int main(int argc, char** argv)
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osg::Vec3 lightdir = center - osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z());
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lightdir.normalize();
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ls->getLight()->setDirection(lightdir);
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ls->getLight()->setSpotCutoff(30.0f);
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ls->getLight()->setSpotCutoff(25.0f);
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//set the LightSource, only for checking, there is only 1 light in the scene
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dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique())->setLight(ls.get());
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@@ -782,7 +782,7 @@ int main(int argc, char** argv)
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float t = viewer.getFrameStamp()->getSimulationTime();
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if (postionalLight)
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{
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lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius()*2.0f ,1.0f);
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lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius()*3.0f ,1.0f);
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}
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else
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{
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