On Fri, Apr 3, 2009 at 7:26 AM, Vivian Meazza wrote: > > > > Erik Hofman wrote: > > > After reading the comments I agree with it. > > > I'll take some time to adjust the ambient accordingly. > > > > This has been committed to CVS now. > > Let me know what you think. > > > > (keep in mind that the darkest ambient color is defined in > > data/Lighting/ambient which has not been touched for ages). > > > > IMO, without any real data to judge it by, the specular adjustment is good > enough. > > Ambient is still significantly too dark - on the side of an ac lit only by > ambient light, it is just about black. In my experience, on the brightest > days when the difference between ambient and diffuse is greatest, there is > always enough ambient light to penetrate even the most intense shadows. > > I'll do a couple of screen shots later
One thing to possibly consider is that when we (someday) get back to having shadows cast by the aircraft, we may need to recalibrate some of these parameters. I recall long ago when I was trying to play with ambient/diffuse parameters for terrain, I quickly discovered a big part of the problem is the lack of dynamic range of a computer monitor. The diffuse lighting is based on the angle of the surface relative to the angle of the light source, and near dawn/dusk this gets really low. And because of the way opengl does the lighting math you can't really do anything about that (nor would you want to.) However, in order to get the scene brightness back up to something usable, you have to boost the ambient component of the lighting artificially high, and then all shadows go away. Contributing to the problem (I think) is that most of us view the scene in a normally lit room. If we forced everyone to only view FlightGear inside a perfectly dark room, I think we could do a little better. But this is a really hard problem. Very easy to get wrong, impossible to get right, very hard to get mostly right (or not distractingly wrong.) Regards, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/
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