Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 11 Jun 1996 10:44:16 +0100
You should decrease the PFLT_DIFFUSE, PFLT_AMBIENT and PFLT_SPECULAR
value if it's set & youre compiling with OpenGL. You can vary these
to help simulate different environments, for example you
might increase the ambient and reduce the PFLT_DIFFUSE to make a
scene more overcast for a space simulation you'd want a really
harsh lighting model so you'd want to turn the AMBIENT to zero.
You also have a light model which can add ambient light to the scene.
Once all of these have been reduced any light in the scene will be
a result of the material EMMISSIVE property or lighting beind
disabled. This is often used to good effect for lights on buildings
and vehicles, and other special effects like afterburners, flames or
horizon glow.
Rgds,
Angus.
On Jun 11, 1:37am, Nuno Godinho wrote:
> Subject: How to simulate night visibility?
> When the "night" comes I would like to slowly darken my scene to lower
> overall visibility.
>
> I use:
>
> light->setColor(PFLT_AMBIENT, s, s, s);
>
> and this pfLightSource is a child of scene.
>
> My problem is that I get different results with the different objects in
> the scene. When 's' gets to zero I still have plenty visibility.
> Shouldn't I get a completely black window?
>
> I believe this is related to the proprieties of each object's material.
> Must I edit each object manually (.iv files)?
>
> What proprieties can affect this behaviour?
> Emissive color?
> Diffuse color?
> Specular color?
> Ambient color?
>
> I still didn't understand each one's behaviour.
>
> thanks
> Nuno
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>-- End of excerpt from Nuno Godinho
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