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


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