@@ -140,9 +140,10 @@ Cameras are defined by specifying an eye position and a look target location, wh
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@@ -140,9 +140,10 @@ Cameras are defined by specifying an eye position and a look target location, wh
If you want the camera to be translated and/or rotated, you should set either the eye or the target location to the origin and the other one unit away in either X or Y direction.<BR>
If you want the camera to be translated and/or rotated, you should set either the eye or the target location to the origin and the other one unit away in either X or Y direction.<BR>
See <I>Camera0</I> in the example for moving camera with fixed target location.
See <I>Camera0</I> in the example for moving camera with fixed target location.
The scene viewer can be used with or without using the OpenGL light engine.<BR>
The scene viewer can be used with or without using the OpenGL light engine.<BR>
You can switch the use of light using the property section of the <I>3D Viewer</I> tree item.<BR>
You can switch the use of light using the property section of the <I>3D Viewer</I> tree item.<BR>
There you can also set the ambient light intensity when the light is turned on.<BR>
There you can also set the ambient light intensity when the light is turned on.<BR>
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@@ -151,14 +152,68 @@ If the light is turned off, the ambient component of the material of loaded obje
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@@ -151,14 +152,68 @@ If the light is turned off, the ambient component of the material of loaded obje
A light source can be specified by adding a <I>Light Node</I> to the scene graph. There is a maximum of <B>8 lights</B> currently supported.<BR>
A light source can be specified by adding a <I>Light Node</I> to the scene graph. There is a maximum of <B>8 lights</B> currently supported.<BR>
With the property section you can specify the properties of the light source, in particular, its ambient, diffuse, and specular intensities/colors as well as the attenuation coefficients.<BR>
With the property section you can specify the properties of the light source, in particular, its ambient, diffuse, and specular intensities/colors as well as the attenuation coefficients.<BR>
The property sections of translations and scalings work similar.<BR>
The X, Y, and Z values can also be computed from input port values.<BR>
<h5><fontcolor="#336699">Using Blender to replace Object meshes.</font></h5>
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When using Blender to produce the objects to be shown in the 3D Viewer make sure you trianlges and all the normal vectors point in the right direction.<BR>
Here is an example picture from the default cube with normals pointing outward.<BR>