Erik Hofman <[EMAIL PROTECTED]> said:
Ambient defines the color at the unlit side of the object.
Thus lighting ambience affects the darkness of the shadows. The ambience lighting tables represent a tradeoff between too much contrast on the 3D models and insufficient contrast in the terrain.
Yes, where the ambient values of the terrain can be set in materials.xml while the ambient values of the aircraft have never been looked after ...
Diffuse defines the color at the illuminated side.
Diffuse lighting sets the color white objects reflect from the light source (affecting other material colors as well). Total brightness of the source is reduced if one or more of the rgb values is reduced.
Not really. Direct light reflection is specular (eg. the color for the shininess)
My guess is you'll find that the ambience values will be clustered instead of spread over the full range of 0.0 to 1.0.
Do you mean they would be a shade of gray instead of a specific color?
I expect the would be much more towards gray than the diffuse light, but it could also be blue-ish on a very bright day.
This experiment is probably a very good thing to work on. I haven't taken a look yet, but will later.
Good. The more developers look at it the better.
Erik
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