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 ---
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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>
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