Re: very bright lights

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Axel Sammet (axel++at++elwood.hannover.sgi.com)
Fri, 24 Jan 1997 12:37:37 +0100


Hi Roger

You're absolutly right! Of course, Calligraphic lights do not illuminate
the scene.
I didn't read careful enough ;-)

Axel

On Jan 24, 9:17, Roger Morris wrote:
> Subject: Re: very bright lights
>
> Ken & Axel,
>
> Don't get confused between light SOURCES (which is what Ken is talking
about)
> and light POINTS (which can be drawn calligraphically, as Axel describes,
but
> don't illuminate the scene, no matter how bright they get!).
>
> Ken, are you using DECAL textures? These are unaffected by shading.
 You
> should
> use modulated textures on a white polygon, instead.
>
> > From: axel++at++elwood.hannover.sgi.com (Axel Sammet), on 24/01/97 09:02:
> > Hi Ken
> >
> > The problem with commonly available diplays is, that they give every
pixel
> > the same amount of time. Therefore the intensity is physically limited
and
> > you need a longer drawing time for the Cathod Ray for the bright
lights
> > sources to become REALLY bright.
> > This is commonly referred to as calligraphic lights and performer in
> > Infinite Reality supports the control of a calligraphic lights board
from
> > EIS.
> > All the bright lights are drawn in the vertical retrace phase of the
> > drawing phase and allows you to place quite a number(several thousand)
of
> > calligraphic lights in this period. However, it reduces the time
available
> > to draw the initial frame.
> > Be sure you really need these bright lights, since the board and the
> > Diplays/Projectors are pretty expensive.
> >
> > Let me know if you need more details/contacts.
> >
> > Axel
> >
> > On Jan 23, 16:15, ken sartor wrote:
> > > Subject: very bright lights
> > >
> > > Greetings,
> > >
> > > For an effect that i am trying to achieve, it would be
> > > very nice to have *EXTREMELY* bright lights... But, when
> > > i just naively crank up the light, i do not get the
> > > effect i want. What happens is that all the geometry
> > > is affected in the way i want (when the light is sufficiently
> > > bright, it turns white) but the texture is clamped to some
> > > value (objects that are textured and already on white
> > > geometry are unaffected by brightning the light source
> > > above 1).
> > >
> > > The effect i want is for all objects to be brightened by
> > > the extremely bright light source and, if it is sufficiently
> > > bright, to turn white. Is there some way to achieve this
> > > effect? Note that i want a method that will do this generally
> > > for various databases (i.e., i don't want to depend on
> > > custom made databases).
> > >
> > > Thanks in advance!
> > >
> > > ken
> > >
> > >
=======================================================================
> > > List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/
> > > Submissions: info-performer++at++sgi.com
> > > Admin. requests: info-performer-request++at++sgi.com
> > >-- End of excerpt from ken sartor
> >
> >
> >
> > --
> >
> > _____________________________________________________________________
> >
> > Axel Sammet, SE
> > Visual Simulation
> >
> > Silicon Graphics GmbH | Tel: +49 511 90172-29
> > Ahrensburger Strasse 3 | Fax: +49 511 6138-115
> > 30659 Hannover | VM #: 59191 M/S: IDE-3140
> > Germany | E-Mail: axel++at++hannover.sgi.com
> > _____________________________________________________________________
> >
 =======================================================================
> > List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/
> > Submissions: info-performer++at++sgi.com
> > Admin. requests: info-performer-request++at++sgi.com
> >
> >
>
> ==========================
> Roger Morris TRANSFORMATION SOFTWARE
> Applications Engineer Thame Park Road
> TEL: 01844 261456 Thame
> FAX: 01844 260056 Oxon, OX9 3UQ
> E-mail: rmorris++at++tswl.co.uk
> ==========================
>
> [ Attachment (application/octet-stream): "ATTRIBS.BND" 7020 bytes
> Encoded with "base64" ]
>-- End of excerpt from Roger Morris

-- 

_____________________________________________________________________

Axel Sammet, SE Visual Simulation

Silicon Graphics GmbH | Tel: +49 511 90172-29 Ahrensburger Strasse 3 | Fax: +49 511 6138-115 30659 Hannover | VM #: 59191 M/S: IDE-3140 Germany | E-Mail: axel++at++hannover.sgi.com _____________________________________________________________________ ======================================================================= List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/ Submissions: info-performer++at++sgi.com Admin. requests: info-performer-request++at++sgi.com


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