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From: Emilian H. <emi...@gm...> - 2017-03-08 18:19:08
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On Wednesday, March 8, 2017 7:32:30 PM EET Thorsten Renk wrote: > > I noticed on the related forum thread that you were looking into > > supressing > > head/tail lights on the traffic shader. > > One way you can check that is by checking the angle between the view > > vector > > and the tangent or the binromal (depending on the UV layout) > > > > > > Anyway, here's a link to my PoC traffic shader from some years ago, hope > > it > > helps > > (I've also added the car/lightmap texture I've come up with while doing > > it) > > > > http://s.go.ro/qwd1eloh > > Much appreciated. > > Do you want me to include your old work as the non-ALS solution into the > effect? Or do you consider that obsolete? > > * Thorsten It's not obsolete, but I haven't developed it further as that aproach stalled with the work on the scenery generation, and there was no scenery released that had the feature enabled. I'm not sure how well it works with the OSM roads as generated now, since its UV mapping assumptions are based on the UV layout of the roads as it was generated by terragear as part of the tile ( U being 0..1 across the whole width of the road and V legthwise, it also requires continous V values across long stretches of road, otherways it causes some weird "pulsating" appearance). I assume some tweaking/adjustments are necessary to make it work, and unfortunately I can't test/work on it right now, as currently flighgear refuses to load any terrain here (it's simply dropping me in the ocean wherever I start, and I didn't get around to finding out why) Regards, Emilian |