"Curtis L. Olson" wrote:
> 
> Landing lights: I saw a very convincing implimentation of this in a
> sim where the ground was a 100% flat plane in all directions and they
> did their own ground lighting calcs.  They used a texture to simulate
> the imperfections of the lens in the beam and it looked really cool.
> I can't think of a really good strategy for doing this in the context
> of arbitrary and complex terrain (and opengl lighting.)  Maybe someone
> else with a bit of opengl experience might have some ideas.

Well, can't we *assume* that the rumway is perfactly flat?

As we are drawing it independantly (sort of) from the rest of the
scenery (AFAIK), we could use our own lighting for those few polygons.

IMHO it's save so assume that the landinglights are only used on the
runway. All other cases sould be too rare to really care about them.

CU,
Christian

--
The idea is to die young as late as possible.        -- Ashley Montague

Whoever that is/was; (c) by Douglas Adams would have been better...

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