Re: Landing lights (Was: bump mapping)

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Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Tue, 27 Aug 1996 09:41:27 +0100


It might be a trade secret.

It's true that Vega has an excellent and imaginitive solution to the lobe
light problem which reduces the overhead for this effect and drastically
reduces the cost for multiple lights.

Angus.

On Aug 26, 2:06pm, Mario Veraart wrote:
> Subject: Landing lights (Was: bump mapping)
> Steve Baker wrote:
>
> > A classic (and very costly) example of this was a project that
> > my company has been working on for several years. It was a fairly
> > conventional RE2 flight simulator. Before we sold the system to the
> > customer, we did many demos of the system flying around some
> > nice looking terrain, during the day - and at night. But we didn't
> > show a night time landing. During night time landings, the pilot
> > turns on his landing lights - which just like car headlights,
> > illuminate a little puddle of light ahead of the aircraft.
> >
> > So, can the RE2 do proper landing lights? Well, there is
> > a really cool demo on the RE2 of a room being illuminated with
> > a really beautiful spotlight. YOu can even change the spotlight to
> > look as though its shining through a photographic texture.
>
> I have seen a demo application on a RE2 that uses Vega LightLobes to simulate
> spotlights. They claim to be able to render an unlimited amount of lights.
> They don't use the GL lights (limited to about 8) but they say they
> define where there should be darkness in the database. The demo showed
> an aircraft flying over an airfield that has some buildings on it and it
> looked great.
> Can anybody explain what they did to the Geosets to be able to define
> a darkness that's changed with the ambient lighting term?
>
> Mario
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>-- End of excerpt from Mario Veraart

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