to Harald JOHNSEN: spot lights in fgfs I had 3 years ago. they worked on vertex program and registercombiners but everyone afraid of vertex programs and multitexturing You can see some screens here http://fgfs.narod.ru But I work on it and now I have runway lights, landing lights, relief mapping , DXT compression and another cool stuff that work on fragment and vertex program But fgfs community refuse to use it :( to sad to hear it :(( but I have framework to use shaders from VP1.0 to GLSL in fgfs but you have some influence in fgfs community so I think you can do what I haven't done yet - have flightgear looks better by using some modern stuff. we can discuss about shaders with you feel free to mail me Thanx in advance Bye ----- Original Message ----- From: "Ampere K. Hardraade" <[EMAIL PROTECTED]> To: "FlightGear developers discussions" <flightgear-devel@flightgear.org> Sent: Tuesday, June 21, 2005 9:38 AM Subject: Re: [Flightgear-devel] Lights was: Shadows
> On June 20, 2005 12:53 pm, Harald JOHNSEN wrote: > > You are a genius, forget my previous reply. > > We can't lighten pixels from the framebuffer because of the low > > precision (8 bits) but we can of course darken them. > > Algo (works better at full night) : > > 1) render the scene and all non emissive geometry with a 'day' ambient term > > 2) render all lights (or emissive geometry) and update the stencil > > buffer ( stencil := 1) > > 3) render a quad on screen to darken everything where stencil == 0 > > > > with 1 & 3 the scenery goes dark/black as usual > > with 2 the scenery in light stay illuminated > > Its quasi free, simple, support a million (fake) spot light ;) > > > > Harald. > > Nice! We will finally be able to see at night in FlightGear. =) > > On June 20, 2005 04:15 pm, Josh Babcock wrote: > > I think the shadows are cool, but I think that being able to have > > spotlights is just awesome. Perhaps we should start thinking about how > > this will be implemented from the modeler's perspective. > > ... > > A really cool bit of eye candy would be to make a visible cone of light > > that would change intensity based on how much moisture is in the air. > > That can even produce blinding reflection in a heavy fog, which IMO > > would be very cool to see. It would be great to see two beams stabbing > > out in front of a landing jetliner! > To increase flexibility, I think it would be a good idea to allow the modeller > to specify the light volume. This way, the spot light can take the shape of > a star if the modeller desires. So, to light the interior of a hangar, all > there would need is a box that is as big as the hangar itself. For normal > spot light, the modeller can specify a cone as the light volume. For a > linear light source, the modeller can use a triangular prism to outline the > space being lit. > > The modeller-specified object can also be served to control the parameters of > the spot light. Obviously, the width of the beam would be proportional the > the thickness of the object. In addition to using XML to control the > brightness of the light source, the size of the object itself can be used to > calculate the brightness factor. The color of the object would be a > contributing factor to the color of the light source. > > The modeller-specified object should not be hidden by default, however. The > modeller would have to make the object hidden manually by setting the > object's opacity to zero. An object that is not totally transparent will be > self illuminating. This way, places such as hangar interiors can be served > as prop and acted as the light volume simultaneously. > > > I guess it would still be up to the modeler to provide Melchior style > > billboards so that the actual light would be visible. I'm not sure how > > one would deal with the directionality of the light though. One can > > also add lights for the nav lights. Imagine being able to look out the > > cockpit window and see your anti-collision lights reflecting off the ramp! > Yes. The same idea occured to me while I was coming home on the bus. =) > > Ampere > > _______________________________________________ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d