From: <ba...@ne...> - 2012-06-29 10:56:16
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Hi Xavier, i agree it didn't make sense porting anything to PLIB+SD 2.1 when we will using OSG soon. Vertex shadow via vertex colors aren't a good solution because in realtime 3D you do not have enough shadows and so it look great. May these two links sounds interesting making shadows depending on daytime and weather: http://stackoverflow.com/questions/2818351/per-component-alpha-channels-with-opengl http://www.opengl.org/discussion_boards/showthread.php/123815-Modulate-blend-with-alpha-fade Cheers Eckhard. May this would help making Zitat von xavier bertaux <ber...@ya...>: > Hi Eckhard, > >> the imprved lighting is great!!! I love it. Good work, go on. > > Thank's > >> My experience is that it took a half second on race start after >> lightning is applies to scene. > > Yes, I saw this too, I don't know why, maybe the difference time > between the init scene and the start race. I search. > >> I missing lens flare effects, halos and sunset when i look at the >> direction from where the >> lightsource shines. > > The lens flare is desactivate with sky dome since the start. > The halo is visible after a definite angle. > Sunset ? strange, at home sunset and sunrise work fine. > >> How does track and car shadows depending on the lightning of the scene? > > The hardest part. > Actually the Shadow is do by shadow map (it's why too, the Scene is > not fully darkness in night, because shadowmap modulate texture, > with scene in AC file, not in ACC, the Scene is fully darkness). > > One solution would to make more shadowmap and change with sun > ascension, but these solution will generate a lot of file and take > many memory in run. > > Other solution generate vertex in track textured with shadow and > enlarge or reduce following the Sun ascension. > > For me the vertex shadow ( the technique, not the solution above) is > good for cars and building but not for trees, so for me the better > solution would be generate vertex on track with texture shadow and > vertex shadow program for building and cars. > > but I would not do that on PLIB, otherwise I would never start on > OSG.My idea is to add all the new features 3D scene (Shadow, Stereo > display, LOD Scene, etc ...) on OSG, otherwise, as I already > said, we will added optionsall time to the engine PLIB and never > migrate. > > I think that my work on Sky is good now for PLIB and SD 2.1 version > (just something on Moon position and maybe moved environnement > values in struct (cloud type, rain, ascension Sun and Moon, > declination Sun and Moon, humidity, temperature, time and day - time > for championship by exemple, qualification and race start at the > same day but not at the same time and Day for to have the season on > the 3D scene (spring, summer, fall, winter) and and while I work on > migration GSO, SD can continue to be improved (the rain for all > robots, robots improve, add new carsets, etc ...) > > Cheers > Xavier |