> It is, however, the only way to do it.

not quite true, you could do something really nice using volumetric fog
for each light, however, java3d can't do this, and it wouldn't be quick if
you have lots of lights in GL :).
  It is the best compromise solution though, look at any modern game and
it's how they do it, especially look at the object when it is close to a
lamp fixing or something, some games you can see where teh bilboard is z
sorted and gets clipped by the lamp (oops).
  UT used the effect well and had the glares scaleing as you moved, so
when you got close to a light the glare was smaller so you didn't see
pixilation, and it looked effective, they also had the glare fade in and
out as you gained and lost sight of the light itself.

HTH

Jeremy

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