Hello !

I am trying to adapt a nice patch by Yurik V. Nikiforoff
( http://www.mail-archive.com/flightgear-
de...@lists.sourceforge.net/msg06282.html )

to the new possibilites offered by OSG and Tim Moore's shaders work, in an 
attempt to have working landing lights.

I hit a maths issue when it comes to handle the light offset relative to the 
plane position/orientation.

Yurik's code was written when simgear provided SGLocation, which was 
replaced/changed  by SGModelPlacement, and he used matrix transformations that 
disapeared/moved  with SGLocation.

So far in my implementation, the 'light' coordinates are known  and stored in 
a SGModelPlacement, and I know x,y,z center offset, and x,y,z rotation offsets 
from the xml file.

I would need to pass these offsets to the SGModelPlacement, but I don't 
understand how this can be done. I saw that we have SGOffsetTransform and 
SGRotationTransform, which sound like possibly useful, but I can't find any 
example of the use of these.

Is there any SG guru around for some explanations ? 

On the side, I also thought that it , while at making multiple light sources, 
we could make the moon a source too, it would make nice night flights under 
full moon :)

regards, 
Patrice

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