Thank you !!! Andrew, your approach was the first that crossed my mind .... But not too much of a fan of it. More into what Michael is proposing ... Thanks again
-Nick On Wed, Dec 1, 2010 at 7:56 PM, Michael Robb <msar2...@gmail.com> wrote: > Pixelmaps or billboard textures might be the OpenGL terminology. Animation > studios might use the term "Particle Systems". 1980's game programmers would > probably use the term "sprites", especially if their motion changed when you > moved. In this case blowing off as the vehicle moved. > > For snow, they would be partially transparent at the edges (alpha ->0 ) > and darker in the middle, so that when they were pasted on top together, > they would make that area of the screen go dark. > > Not sure about the description of rain accumulation - if it were the effect > of water trickling down the window, > Doing trickling raindrops would be tricky - you would definitely need a > particle system with a surface threshold algorithm (marching > cubes/triangles) and some surface tension physics to generate the geometry > to do refraction. > > On the inside of the window, you'd want condensation effects - that would > just be partially transparent gray. > > > On Wed, Dec 1, 2010 at 3:17 PM, Andrew Lowe <a...@wht.com.au> wrote: > >> On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote: >> >>> Hi Community, >>> >>> any ideas/hints how to implement rain/snow accumulation on the screen >>> (like >>> for a driving sim)? >>> >>> >>> -Nick >>> >> >> A company I used to work for which did driving sims, mining trucks >> in fact, just used a series of bitmaps - I might be using totally the wrong >> buzzwords here, I've had my after work beer and the correct terms escape me. >> The bit maps were generated by the graphics people and we just loaded them >> up and overlayed them as needed. >> >> There was a series of overlays that corresponded to: >> >> 1) A few drops >> >> 2) More drops >> >> 3) Even more drops >> >> 4) quite a few drops >> ... >> ... >> ... >> ... >> n) That many drop that in combination with a dusty windscreen, remember >> this is of a mining truck in an iron ore mine in Australia, that the >> windscreen has become mud. Then the user would turn on the wipers and a new >> set of overlays would be used which corresponded to the windscreen wipers >> going. >> >> These overlays were created by our graphic artists and we just >> dumped them into the scene at the speed we needed to simulate the rain. In >> other words the screen/rain/mud was not done dynamically with a snazzy >> algorithm, it was basically "good old" page flipping animation. >> >> Nick, does this make sense? If not I'll revisit the topic in the >> morning, it's currently 11.15pm, and try and make more sense. >> >> Regards, >> Andrew >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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