Re: HEAD-LIGHT LOBES

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Michael Matsel (matsel++at++cs.uoregon.edu)
Fri, 10 Mar 1995 11:27:12 -0800 (PST)


All this talk of transparency reminds me of a trick I saw to do great
headlights. Make a pair of transparent (and maybe self-illuminated)
yellow cones and use them as headlight beams. Its a great effect, especially
in fog. Admittedly, this was done in 3D/FX on a PC, but the effect should
be the same.

If this explaination isn't clear, I might be able to get the perpetrator
to send you something...

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            Michael Matsel matsel++at++cs.uoregon.edu
         When in Danger or in Doubt: RUN in CIRCLES, SCREAM and SHOUT.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

On Thu, 9 Mar 1995 MKULCZYC++at++gmr.com wrote:

> March 9, 1995
> HELLO!
>
>
> Does anybody have some experience with displaying
> head-light lobes on a textured road?
> (ONYX/RE with O.S. 5.3)
>
> A "spotlight approach" is going to work
> if each section of the road is represented by
> a set of properly textured and lighted,
> small "sub-polygons".
> Hence light computations are performed on
> a vertex basis, the more sub-polygons are created
> the better head-light lobes effect can be
> achieved. But, it is going to be difficult
> to match texture samples applied to e.g.
> a curved road.
>
> "Open GL Programming Guide" (paragraph 9) says
> that the "q Coordinate method" might be used.
> Is it possible to apply this idea to a real
> time driving visualization?
>
> Any thoughts?
>
> Malgorzata


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