#include <NodeOSG.h>
Public Member Functions | |
vtLightSource (int LightNumber) | |
void | SetDiffuse (const RGBf &color) |
RGBf | GetDiffuse () const |
void | SetAmbient (const RGBf &color) |
RGBf | GetAmbient () const |
void | SetSpecular (const RGBf &color) |
RGBf | GetSpecular () const |
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void | SetEnabled (bool bOn) |
bool | GetEnabled () const |
void | SetCastShadow (bool b) |
Set this node to cast a shadow, if it is under a vtShadow node. Default is false. | |
bool | GetCastShadow () |
Get whether this node casts a shadow. | |
void | GetBoundSphere (FSphere &sphere, bool bGlobal=false) |
Get the Bounding Sphere of the node. | |
void | SetOsgNode (osg::Node *n) |
Additional Inherited Members | |
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osg::Node * | m_pNode |
bool | m_bCastShadow |
A Light node is placed into the scene graph to illuminate all lit geometry (geometry that has lighting enabled and has vertex normals).
If you want a light, you should create a vtLightSource node and add it to your scene graph. To move or orient the lightsource, make it a child of a vtTransform node. The light will illuminate the entire scene.
vtLightSource::vtLightSource | ( | int | LightNumber) |
Makes a lightsource, which is placed in the scenegraph in order to position the light.
LightNumber | Each light should use a different light number which should be one of the valid light numbers for the current OpenGL implementation. Only light numbers up to 7 are guaranteed by default. The convention, higher up in vtlib, is to use light number 0 for the sun. |