From: Andrew S. <And...@la...> - 2008-12-07 23:13:58
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Hi Wolf-Dieter, Great to see you're getting into Torcs-NG now :) Just one thing I want to comment on... > For a fast solution we could do it as described, but for a later state, we should think about another way. The lights > beeing just a circle, independent from the direction of looking to it, are not nice if used for a car having rectangular > lights. > It works for cars with round lights like car6, clkdtm etc. but for a car2 and others it looks terrible. Making the lights > greater don't help. I totally agree with this problem, and have been thinking of a possible solution... Cars could have a seperate model for each "light", which would basically be a rectangle (or whatever shape the car modeller chose) placed in front of the light on the car - close, but far enough away to avoid Z-buffer conflicts. This new model would not be displayed unless the light was on, at which point Torcs-NG would draw it. The new model would have the texture of the headlight/brakelight but switched on, perhaps with some transparency allowing for the light to flare a bit at the edges (whatever looks good). If a car had the models for these lights defined in the XML it would use them, else it would fall back to generating the circular lights itself (and I agree with your changes there btw). cheers Andrew |