Harald JOHNSEN

> Paul Kahler wrote:
> 
> >Oh does that sound like a bad hack. What happens to objects that have
> >specular highlights? Would the illumination be as if the sun were
> >shining rather than the spotlight? Lighting is important, but this
> >doesn't seem like it's physically correct at all. OTOH, fake lighting is
> >better than no lighting ;-)
> >
> >Paul
> >
> >
> >
> You are right, this is totaly incorrect lighting. For correct lighting
> and correct specular we should use an
> Opengl light for each light source. The problem is that opengl is sill
> slow for spot lights, and there can be
> more than 100 light around an airport. Of course opengl can not handle
> more than 8 lights in hardware
> (and I am not sure that it is still realtime on lot of machines) so we
> would have to switch ogl lights
> depending on the position of objects or ground geometry... a bit
> overkill I think.
> Perhaps can we use a real ogl light for the aircraft landing light and
> fake light for the airport lights,
> and since the view is centered on the aircraft the hack could be good
> enought.
> 

I've just seen the new volumetric shadows. Brilliant!!! On a Nvidia gForce
5200, the frame rate hit is about 10 in external view (I can live with it)
and no noticeable effect in internal - perhaps 1 or 2.  

There's a bit of a funny with the interaction between the Hurricane
propeller disk and the ac shadow: it makes the shadow disappear, and there's
something throwing a shadow on to the disk, which I've not seen in real
life, although I might not have noticed it. Is there anything I can do
within the ac model to tidy this up?

It would be nice to assign 2 of the 8 OpenGL lights to ac landing lights.

Well done indeed

Vivian



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