Allan Schaffer (aschaffe)
Wed, 9 Feb 1994 07:50:30 -0800
The basic topic to look into for forward-looking IR is the
pfColortable. You can define pfColortables on a per-GeoState
basis, just in the same way you would define materials, etc.
Or, you could do things yourself in a callback -- Javier Castellar
posted a message about this a few months ago:
If you wish to simulate a complete IR scene you should
include a quantization effects on the IR sensors. Some types
of IR sensors are using only a few bits per pixel in a non
linear distribution across the IR signal. You can emulate
this fine tune effect with a very simple callback to GL, just
using the GL cmaskcall at your choice:
RGBwritemask( Rmask, Gmask, Bmask) or writemask(color_map_mask)
You can force to be aliased at any spectrum just turning off
the bits which you wish on each component or color map( 0xFF
will be without dicretization effect, 0xF0 will have a strong
quantization effect ... etc).
We have used it to match a real bad IR sensor and the final
result is very similar to the real. (TOW IR sensors)
Hope to help.
Javier Castellar
javier++at++madrid.sgi.com
Allan
-- Allan Schaffer Silicon Graphics aschaffe++at++sgi.com
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