MouseTaylor
24-05-2012 21:04:15
I've been playing with the lights a bit and came to a weird conclusion;
when I test the Spotlight on a "in code" generated plane:
I got the following result:
Which is exactly what I want
But when I make a simple plane in 3DS Max, export it using OgreMax and load it using the following code:
mesh uses the same Material
I get this:
I don't understand, what am I forgetting / doing wrong?
Thnx
T.
when I test the Spotlight on a "in code" generated plane:
Plane plane = new Plane(Mogre.Vector3.UNIT_Y, 0);
MeshPtr wallMesh = MeshManager.Singleton.CreatePlane("Floor", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, plane, 1000, 1000, 100, 100, true, 1, 5, 5, Mogre.Vector3.UNIT_Z);
Entity floorplane = GameEngine.TheSceneManager.CreateEntity("Floor", "Floor");
floorplane.SetMaterialName("02-Default");
floorplane.CastShadows = false;
SceneNode floorNode = GameEngine.TheSceneManager.RootSceneNode.CreateChildSceneNode("floorNode");
floorNode.AttachObject(floorplane);
I got the following result:
Which is exactly what I want
But when I make a simple plane in 3DS Max, export it using OgreMax and load it using the following code:
Entity floor = GameEngine.TheSceneManager.CreateEntity("floor", "floor.mesh");
SceneNode floorNode = GameEngine.TheSceneManager.RootSceneNode.CreateChildSceneNode("floorNode");
floor.CastShadows = false;
floorNode.AttachObject(floor);
mesh uses the same Material
I get this:
I don't understand, what am I forgetting / doing wrong?
Thnx
T.