David Megginson writes:
> It would be nice if I could figure out how to do whatever you're doing
> with a model animation; then we could place the VASIS and PAPI systems
> using the regular 3D model manager, and add the default ones from
> default.apt in one giant batch script.  That would also let us
> custom-design unusual configurations.

The directional lighting is based on environment mapping so the input
you feed it is 'static', i.e. there's no animation.

You need a texture map that specified the light color relative to view
angle.  The direction a light is pointing (i.e. a normal.)  Plus a
slightly clever mechanism to draw a point that isn't visible from
behind.  (Which keeps us in the bounds of defined environment mapping
behavior.)

Then you turn on environment mapping/automatic texture coordinate
generate for drawing lights and set the polygon drawing mode to
GL_POINT to allow the one side point trick to work and draw the point.

The system automatically calculates a texture coordinate (or position
in the texture map) based on your view angle relative to the specified
normal.  If you are looking at the point dead in line with the normal,
you will get the center of the texture map.

It's a bit of work to get there, but is a nice effect in the end
... although vasi/papi is not working out as well as I had hoped.  It
could be I'm doing something wrong, or could be that there is
something I could do differntly to make it work correctly?  I might
punt on that for the moment.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program       FlightGear Project
Twin Cities    [EMAIL PROTECTED]                  [EMAIL PROTECTED]
Minnesota      http://www.menet.umn.edu/~curt   http://www.flightgear.org

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