Following a forum discussion
http://www.flightgear.org/forums/viewtopic.php?f=47t=19693
I've done some experiments with terrain self-shading based on changing the
balance between ambient and diffuse light.
The results look fairly compelling and the illusion (even without a real
shadow-map)
On 04/14/2013 10:40 AM, Renk Thorsten wrote:
One problem is that I don't know the default ambient and diffuse reflection
coefficients of terrain, so I have to experiment. If anyone knows these,
please let me know, then I could compute rather than experiment.
They are read from the ambient,
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Extend Nasal property methods to support relative paths.
All methods exposed to the Nasal props module now accept an
optional first parameter refering to another node by a relative
path.
I'm a bit torn on this change; making APIs more flexible is usually a good
thing.
However,
Hi Thorsten,
I presume the balance between ambient and diffuse should vary with the weather.
A clear sky gives harsh shadows and overcast sky with several layers of clouds
gives barely any shadows (dull day in photographer speak). Your results (which
are really pretty) are likely to be
Am 2013-04-14 14:30, schrieb James Turner:
Extend Nasal property methods to support relative paths.
All methods exposed to the Nasal props module now accept an
optional first parameter refering to another node by a relative
path.
I'm a bit torn on this change; making APIs more flexible
On Sun, Apr 14, 2013 at 9:40 AM, Renk Thorsten wrote:
Downstream, to preserve the illusion of shadows, I've had to alter the tree
shader to purely ambient lighting based on sun angle above the horizon. But
that seems to be a good idea in general - not only is this cheapter to
compute, but
Hi,
A long time ago I started working on a different implementation for
YASim static friction. With help from Csaba and Mathias Fröhlich the
patch worked but I never finished polishing it to submit a final
version. I finally got back to it and, although it is working on my
tests, I am not sure it
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