This patch should quickly show where the problem is:
Open the patch and follow the numbers.
1. If you select the first setting you will see a sphere moving in a window. this is due to a rotation of a camera in the rendering context "foo".
Note: the shading of the object does not change.
2. If you switch over the camera and the sphere into the jit.gl.node context "subcon" the lighting changes. It is obvious that the lights position has changed somehow (where to?) and it is now somhow (how?) dynamically connected with the cameras movement.
I think this is weird. I would expect that jit.gl.node would react the same way as jit.gl.render did before. There is a forum reply
by Rob Ramirez where it says that by default "the gl.light’s position/orientation are tied to the root gl.render camera position/orientation."
but if this is true, then why didn't it happen before with the "foo" context, too? why is the light tied to the the camera in the first place? how is it possible to untie the two?
3. If you now switch off the jit.gl.light object, you will see that the same happens with the default light source aswell, but again not in the "foo" context".
again, here I would expect same behaviour between jit.gl.node and jit.gl.render.
4. if you enable the light again, switch back to "subcon" and change the camera position (which is not used anyway) to 0. 0. 0. the lighting gets even stranger. instead of a shaded sphere I get shaded concentric rings displayed on the sphere.
in summary: I am confused. But my question is simple:
How can I controll the lights position and its influences unpon the scene without beeing tied to the cameras position and orientation when using a jit.gl.node object?
OSX 10.7.5 / MaxMSP 6.1.3