On Sunday 13 July 2003 15:33, Norman Vine wrote: > Lee Elliott writes: > > > > On Sunday 13 July 2003 14:38, Norman Vine wrote: > > > Lee Elliott writes: > > > > > > > > Night textures would be nice too but texture space is at a bit of a > > premium > > > > atm. ;) There are already some nice sky effects though. > > > > > > Texture space shouldn't be a problem > > > > > > I am assuming of course that the 'daytime' and the 'nighttime' textures > > > wouldn't need to be in memory at the same time :-) > > > > > > Norman > > > > I think they'd have to be blended to look any good at dusk/twilight. > > Good point but ... > > It would be cool to have lights in the windows and I doubt if we > need to 'blend' them on :-) > > Cheers > > Norman
My bad - was thinking about ground area scenery textures, not model building textures. My first thought when I realised I had the wrong end of the stick was you're right - you wouldn't need to blend the lights in on a building - exactly the opposite in fact. It's just occurred to me though, that the 3d s/w I use makes use of blending to achieve global illumination effects. While the algorithm it uses would be too heavy and complex for a sim, I wonder if it still might be workable. What I'm thinking is that if an illuminated window had a degree of blurring it would lighten the surrounding area too. I think it would need to be done in two stages - the first to deal with the window area, with hard edges, and the second to handle the blur/lighting overspill, which would blur/smear/spread the light over a larger area of the texture. It would have to be at a distinctly lower intensity so that the window outline is still clear and sharp through the blur but light enough to mimic the overspill. LeeE _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel