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I verified that this->ogreDatablock->getUseEmissiveAsLightmap() returns false and this->ogreDatablock->_hasEmissive() returns true
setting emissive values (this->ogreDatablock->setEmissive) works
I tried debugging the code in 800.PixelShader_piece_ps.any for applying emissive map and it looks like the emissive_map property is not set hence it does not affect the final color.
The text was updated successfully, but these errors were encountered:
partial fix in #501. It's now rendering red color for grayscale emissive maps. We may need to look for a way to tell ogre that the emissive map is grayscale or convert the grayscale emissive texture to RGB.
Environment
source build:
ign-rendering6
branchDescription
I think the feature is broken when we ported from ogre 2.1 to 2.2.
Steps to reproduce
Tube Light
model do not appear to be lit when emissive map is used.Here is a comparison of the Tube Light model in Ignition Fortress (top) and Dome (bottom)
Things I've tried
The call to set ogre2 emissive map is done here:
https://github.com/ignitionrobotics/ign-rendering/blob/ign-rendering6/ogre2/src/Ogre2Material.cc#L473
this->ogreDatablock->getUseEmissiveAsLightmap()
returnsfalse
andthis->ogreDatablock->_hasEmissive()
returnstrue
this->ogreDatablock->setEmissive
) worksemissive_map
property is not set hence it does not affect the final color.The text was updated successfully, but these errors were encountered: