Hi Simon,

Looks good.  If you zoomed in on one of the halos, would it shrink like a
light point does? 


Zach

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, January 09, 2007 03:22
To: osg users
Subject: RE: [osg-users] Light point depth

Yes, glow is uniform from all directions. Here's a screen snap to show how
it looks in my application.

The offset billboard trick was good enough for me avoiding the effort of
hooking up specific run-time coding. I guess some kind of generic run-time
interface could be constructed but of course would get progressively heavier
the more light halos you have.

(Embedded image moved to file: pic22312.jpg)

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
_______________________________________________________________________


 

             Brad Colbert

             <[EMAIL PROTECTED]

             om>                                                          To

             Sent by:                   osg users

             osg-users-bounces@         <[email protected]>

             openscenegraph.net                                           cc

 

                                                                     Subject

             08/01/2007 23:03           RE: [osg-users] Light point depth

 

 

             Please respond to

                 osg users

             <[EMAIL PROTECTED]

                negraph.net>

 

 





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://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
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