Evan John Gridley (ejg1++at++cornell.edu)
Wed, 25 Jan 1995 12:08:23 -0500 (EST)
An approach we are considering, as we are only concerned with
shadowing the actual aircraft for depth-cueing information and buildings
are pretty static and serve as a background more than anything else, is to
find the aircraft's location on the ground, projected from the light
source (infinite, in our case, but it changes over time), and placing some
sort of semi-transparent (textured) polygon there. We'd prefer this
method since it prevents us from having to render the scene twice or do
some such calculation, and we are not interested in having 100% accurate
shadows. However, we weren't exactly sure how the logistics would work
out on keeping the polygon decaled to the correct ground polygons, etc.
and if it was even feasible.
Well, apologies for not being brief with this, but I haven't seen
anyone discussing this topic on the mailing list since I joined (3 months
ago) and was wondering if anyone had tried it or had any good ideas.
Also, any discussion of relative performance issues of any (more classic,
maybe) shadow methods on a RE would be interesting and useful.
Thanks a lot.
-Evan (Evan Gridley, ejg1++at++cornell.edu, egridley++at++
++at++maestro.mitre.org)
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