How about we leave a hole in the terrain, where the VASI is located,
and put red and white bright surfaces underground ?

> Christian,
> 
> It appears that in opengl, environment mapping is based on the the
> view direction relative to the object normal, not the eyepoint
> position relative to the object normal.
> 
> In otherwords take an outdoor scene where our view is upright (i.e. up
> is opposite of gravity).  There is a small reflective sphere at our
> eye level some distance away.  We are looking directly at it so it is
> drawn in the center of our screen.  We should see a reflection where
> the top half of the sphere shows sky and the bottom half of the sphere
> shows ground.
> 
> Now if we pitch our view 30 degrees down, but keep the sphere in view,
> we would hope that the reflection wouldn't change because our eyepoint
> hasn't moved so we should see the same reflection.  However, opengl
> environment mapping is a crude approximation and it only cares about
> your view "direction" so now the reflection is drawn as if we were
> viewing the sphere from a 30 degree up relative view position.
> 
> This means if we try to use environment mapping to impliment VASI/PAPI
> type lights, they will only react to our view direction (i.e. amount
> of pitch up/down and heading) not our actual position relative to the
> glide slope (i.e. we are a little high, little low, etc. on our
> approach path.)
> 
> So my conclusion is that we will need to find some sort of fancier
> opengl "trick" or else we will have to resort to implimenting
> vasi/papi lights "the hard way."
> 
> Cub mapping *seems* like it might do the trick, but it's unclear to me
> at this point how we would get the cub map space to align properly
> with the flightgear world.
> 
> In spherical environment mapping, "up" in the environment map texture
> always corresponds to the current view up so if you do a 180 degree
> roll and look at the same object, the reflection will now be
> backwards.  I don't know how this is handled with cub environment
> mapping.
> 
> Regards,
> 
> Curt.
> 
> 
> Christian Mayer writes:
> > "Curtis L. Olson" wrote:
> > > 
> > > Here's a question I'll throw out to the list on my way to bed.
> > > 
> > > I'm working on VASI/PAPI type lights tonight and am running into a
> > > problem.  I'm using environment mapping with the normal aligned along
> > > the desired approach path.  This almost works as expected except for
> > > one major problem.  The texture coordinate that is generated is
> > > ***highly*** dependent on the object's position on the screen.
> > > 
> > > Thus, on approach, simply pitching up or down radically changes the
> > > color of the vasi light, even though the relative view position
> > > changes very little.
> > 
> > Something to take cara about with environment mapping is the orientation
> > of the normal vector. If you've got it wron (i.e. pointing away from you
> > not towards you) you'll see the singularity - and thus quite possibly
> > rapid changes.
> > 
> > Apart fro mthat I can't help - except to point you to the little demo I
> > wrote quite a long time ago. It seemed to work correctly for me.
> > 
> > CU,
> > Christian
> > 
> > --
> > The idea is to die young as late as possible.        -- Ashley Montague
> > 
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> 
> -- 
> 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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> 

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