[Plib-cvs] plib/doc/ssgAux ssgaSky.png,NONE,1.1 index.html,1.11,1.12
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From: Nick M. <nm...@us...> - 2003-09-11 12:03:26
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Update of /cvsroot/plib/plib/doc/ssgAux In directory sc8-pr-cvs1:/tmp/cvs-serv11209/doc/ssgAux Modified Files: index.html Added Files: ssgaSky.png Log Message: Added ssgaSky --- NEW FILE: ssgaSky.png --- (This appears to be a binary file; contents omitted.) Index: index.html =================================================================== RCS file: /cvsroot/plib/plib/doc/ssgAux/index.html,v retrieving revision 1.11 retrieving revision 1.12 diff -u -d -r1.11 -r1.12 --- index.html 28 Aug 2002 05:09:44 -0000 1.11 +++ index.html 11 Sep 2003 12:03:21 -0000 1.12 @@ -37,6 +37,7 @@ <li><A HREF="#ssgaParticleSystem">ssgaParticleSystem - Implements a spray of particles</A> <li><A HREF="#ssgaFire">ssgaFire - Simulates Fire</A> <li><A HREF="#ssgaLensFlare">ssgaLensFlare - Simulates Lens Flare for drawing bright lights.</A> +<li><A HREF="#ssgaSky">ssgaSky - Model a sky with sun, moon, clouds, stars & planets.</A> </ul> </TD> <TD> @@ -605,6 +606,264 @@ It contains a (hard-coded) 256x128 texture map which is compiled into the code and shared between however many lens flares there are in the scene. [...241 lines suppressed...] +puffy cloud effect to be calculated correctly. +<p> +The modifyVisibility() method alters the ssgaSky's internal +idea of visibility, so you should subsequently call +getVisibility() to get the actual modified visibility. +You should then make the appropriate glFog() calls to +setup fog properly for your scene. +<H2>Accessor Methods</H2> +Once an instance of ssgaSky has been successfully +initialized, there are a couple accessor methods you +can use such as getBodyCount() to return the number +of celestial bodies, getBody(i) to return body number +i, getCloudCount() to return the number +of cloud layers, getCloud(i) to return cloud +layer number i, getVisibility() to return the actual +visibility as modified by the sky/cloud model. +<p> <hr> <table> <tr> |