Is the glow uniform from all aspects?

The reason I ask this sounds similar to work I did for a lightpoint
halo, which is uniform, but does not intersect with geometry and
disappears when the light source is occluded.

-B

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: Monday, January 08, 2007 8:05 AM
> To: osg users
> Subject: RE: [osg-users] Light point depth
> 
> I've had the same problem in the past and my solution, purely on the
> modelling side, was to offset my glow polygon along the axes that
points
> towards the eye (+Y I think). Then the billboard is positioned at the
> light
> source but the glow is drawn a little closer towards the eye. So as
you
> look
> more obliquely, the glow polygon is not immediately clipped in half.
It
> does
> start to get clipped at some angle but the effect is much less
serious.
> For
> me it was adequate for all my small lights in the scene and you might
need
> to
> experiment with the offset distance which depnds on the light size. I
used
> the occlusion method too but only for really bright objects like the
sun
> with
> lens flare etc.
> 
> Regards, Simon
>
_______________________________________________________________________
> 
> Simon Mills
> Modelling & Simulation Section (TEC-SWM)        Tel: +31 (0)71 565
3725
> European Space Agency (ESA/ESTEC)               Fax: +31 (0)71 565
5420
> Postbus 299, 2200AG Noordwijk               e-mail:
[EMAIL PROTECTED]
> The Netherlands                       http://simulation.esa.int
>
_______________________________________________________________________
> 
> 
> 
>              Roderick Kennedy
>              <Roderick.Kennedy@
>              evos.net>
> To
>              Sent by:                   osg users
>              osg-users-bounces@         <[email protected]>
>              openscenegraph.net
> cc
> 
> 
> Subject
>              04/01/2007 17:26           RE: [osg-users] Light point
depth
> 
> 
>              Please respond to
>                  osg users
>              <[EMAIL PROTECTED]
>                 negraph.net>
> 
> 
> 
> 
> 
> 
> No now I think about it, that wouldn't work. What you need is for the
> actual
> depth test to depend on the sprite centre, which can't be done with
the
> usual
> z-test. Sounds like the occlusion test is the way forward.
> 
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Roderick
> Kennedy
> Sent: 04 January 2007 15:57
> To: osg users
> Subject: RE: [osg-users] Light point depth
> 
> How about a billboard sprite shader that takes z depth from the sprite
> centre?
> 
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Zach
Deedler
> Sent: 04 January 2007 15:37
> To: 'osg users'
> Subject: RE: [osg-users] Light point depth
> 
> Hmmm, looks like there is no simple solution.  For now, I'll just try
to
> offset the light points more, and put the more elegant solutions on
the
> back
> burner.  Thanks for all the ideas everyone.
> 
> 
> 
> Zach
> 
> 
> 
> 
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
> Sent: Thursday, January 04, 2007 10:17
> To: 'osg users'
> Subject: RE: [osg-users] Light point depth
> 
> 
>  I don't care if the light point occludes objects within a few meters.
> Would
>  using a PolygonOffset work with a meter offset?
> I believe PolygonOffset won't work for you when viewing the light at
an
> obtuse angle, say from the side, and slightly in front of, the
vehicle. In
> such a case, the further headlight would need a greater depth offset
than
> the
> near headlight to in order to completely avoid intersecting the
vehicle
> body.
> 
> In general, whether PolygonOffset produces acceptable results or not
> varies
> depending on available depth buffer precision, and how you've set your
> near/far planes.
> 
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> 303 859 9466_______________________________________________
> osg-users mailing list
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> http://www.openscenegraph.org/
> 
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