This is something I noticed recently whilst testing out the "new Ogre dotScene loader". As most of you might know, it simply takes a resource identifier for a .scene-file, a scene manager and a root node for the scene, then loads a complete scene into that node.
Now, what I saw was, perhaps expected, but still slightly inconvenient.
When I scale the parent node for this whole scene, I would have hoped that light effects were scaled in a manner that was consistent with the scene. E.g. if I have a scene consisting of a plane with a light above it, where the light reaches just out to the edge of the plane, then scale the plane uniformly to ten times the size, I would have hoped that it be possible for the light to scale uniformly with the scene.
Of course, this creates some problems in cases where scaling is non-uniform. Ideally, one would hope for an elliptic light shape under such circumstances, such that the exact form and lighting of the scene be maintained, though I take it that this would be a problem...
Scaling nodes
- madmarx
- OGRE Expert User
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- Joined: Mon Jan 21, 2008 10:26 pm
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Re: Scaling nodes
Interesting question.
Unfortunately, as far as I know, hardware does not allow light scaling (or you got to write a shader for that).
Unfortunately, as far as I know, hardware does not allow light scaling (or you got to write a shader for that).
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Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0