Open anotheruserofgithub opened 1 year ago
The usage of the specular coefficient seems not to be done consequently.
world.defaultSpecularCoefficient
)
Modelica.Mechanics.MultiBody.Visualizers.Rectangle
Modelica.Mechanics.MultiBody.Visualizers.PipeWithScalarField
Modelica.Mechanics.MultiBody.Visualizers.Torus
Modelica.Mechanics.MultiBody.Visualizers.VoluminousWheel
Modelica.Mechanics.MultiBody.Visualizers.Advanced.PipeWithScalarField
Modelica.Mechanics.MultiBody.Visualizers.Internal.Lines
(but in other visualizers, the default world.defaultSpecularCoefficient
is indeed used, e.g. Modelica.Mechanics.MultiBody.Visualizers.SignalArrow
defined but not used
Modelica.Mechanics.MultiBody.World
(is this on purpose?)Modelica.Mechanics.MultiBody.Joints.Constraints.Universal
(no visualization components here)others (how does the matching of actual arguments for arrow
visualizer works here?)
Modelica.Mechanics.MultiBody.Sensors.AbsoluteSensor
Modelica.Mechanics.MultiBody.Sensors.RelativeSensor
Any answer to question 3? Maybe @HansOlsson?
Any answer to question 3? Maybe @HansOlsson?
As far as I can see it is a multiplicative factor for the color; so a red ball can only have various levels of red specular color. The shininess is not influenced.
Thank you! I will try that.
Well, after more experiments, it really seems to me that the specular coefficient is meant to multiply a white specular color with a fixed shininess around 8 (OpenGL). Explicit support for a shininess input in MSL would be great, otherwise vendor-specific annotations can be put in place if there is any use case for that.
@anotheruserofgithub Feel free to suggest a necessary documentation in e.g. Modelica.Mechanics.MultiBody.UsersGuide.Tutorial
.
Questions:
max=1
?world.defaultSpecularCoefficient
-> Is that intentional or should it be fixed?References:
Examples: