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 ------------------------------------------------------------------------------ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel