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 _______________________________________________ Flightgear-devel mailing list [email protected] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
