Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Fri, 31 Jan 1997 16:45:47 +0000
If you want really excellent patchy light sources then you could
try writing hidden alpha patches (alpha = wetness) to the destination
alpha over the runway surface.
Duplicate the geometry of the lights, but reflected through
the plane of the runway.
You can then change the geometry of the reflected lights to be representative
of the reflection for the surface roughness.
Disable the depth test.
Enable blended pfTransparency.
Draw the reflected lights with a blendfunction of GL_DST_ALPHA, GL_ONE.
Cheers,
Angus.
On Jan 31, 10:52am, Rambabu wrote:
> Subject: Evironment mapping for patchy reflections below the lightpoints !
> Hi,
>
> I want to have a patchy wet surface around runway light points, for
> which I could use environment mapping. But my question is how do I
> vary the reflection parameters from on these patches. By parameters, I
> mean, I want to correlate the duration of rain to the reflection of the
> surface. The longer it rains, the better (bigger patch) reflection on
> the surface.
>
>
> Thanks in advance
>
> Ram
>
> ram++at++ivex3d.com
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