Re: How to create the Sun?

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Michael Boccara (boccara++at++ensta.fr)
Thu, 09 May 1996 18:59:39 +0200


Angus Dorbie wrote:
>
> This is probably a bit ambitious for a light point.
>
> Create a circular piece of geometry along the y axis facing the origin and
> ensure that it subtends the appropriate angle with the origin that the sun does
> with your eye on the earth. Make the geometry white and ensure its state
> information is untextured & unlit etc. Ensure it lies far along the y axis,
> near your far clip (or sky geometry) but not too near.
>
> Attach the geometry to a DCS positioned at the eye & use the pitch and heading
> on the same DCS for elevation and azimuth of the sun.
>
> Rgds,
> ANgus.
>
> On May 6, 12:01pm, Nuno Godinho wrote:
> > Subject: How to create the Sun?
> > Hi.
> >
> > I would like to represent the Sun. I don't want it to cast light. Just
> > need a yellow sphere crossing the sky.
> >
> > Now I am using a pfGeode sphere but I get a shaded Sun.
> >
> > What is, in your opinion, the best way to do this?
> >
> > Some ideas I have:
> >
> > -Should I be using a pfBillboard instead? Since the sun is spherical I
> > only need a circle, right? But this doesn't solve my shade problem!
> >
> > -using pfLPointState with a single huge yellow light point should be
> > the straight forward solution.
> > Don't know if it's possible. The example lpstate.c is too
> > complex and actually I'm a bit scared with pfLPointState.
> > Is it possible to create a big light point? In the manual
> > it mentions SMALL points only.
> >
> > -I tried to disable lighting on the Sun object but I just got a
> > white circle crossing the sky
> >
> > -I'm considering pointing a light projector directly at the Sun so that
> > I don't see any shades but this seems like confusing what should be
> > simple!
> >
> > please help me
> >
> > thanks
> > Nuno
> >-- End of excerpt from Nuno Godinho
>
> --
> Angus Dorbie,
> The Reality Centre,
> Silicon Graphics Ltd, UK
> dorbie++at++reading.sgi.com

make a sphere geode with ambient color


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