Hmm... My first idea: I don't think that the new value is applied to the node automatically. Perhaps you have to do that with a set-function.
Second idea: Perhaps you have to disable the lightmap with
node->setMaterialFlag(EMT_SOLID);
hope that FAQ answer will help you, if you dont make it work. however i need these things because i've to make a room/corridor with metallic plates, and specular lighting, bumpmapping, shadows etc are a must have for a scifi horror game
there're 2 good examples at http://www.sulaco.co.za/opengl5.htm (the first 2), for metal reflections, the better thing is to make different choices like simple specular, specular with GL extension (with/without texture), enviroment mapping to simulate specular
elvencode wrote:i thinked that was the problem 21.040 explained in this FAQ http://www.opengl.org.ru/docs/faq/texture.htm
but as you said, it's only a thing not already implemented
hope that FAQ answer will help you, if you dont make it work. however i need these things because i've to make a room/corridor with metallic plates, and specular lighting, bumpmapping, shadows etc are a must have for a scifi horror game
there're 2 good examples at http://www.sulaco.co.za/opengl5.htm (the first 2), for metal reflections, the better thing is to make different choices like simple specular, specular with GL extension (with/without texture), enviroment mapping to simulate specular
ok. i stated "was" because i just got done viewing it when i typed that message, and my personal viewing of it was in the past tense, even if only a few minutes in the past tense.
its amazing have a language like english can have multiple posible meanings, at least when you program in c++ every statement has only one possible meaning