Brian Furtaw (brian++at++hotsauce.clubfed.sgi.com)
Mon, 22 Mar 1999 12:13:28 -0500
Perhaps a couple of polygon meshes say 4, which are made up of more than one
polygon so you can warp the mesh and create wind blown and turbulance effects.
Then layer the four meshes in front of the driver beyond the windscreen as
Mario suggested. Apply a texture of snow with an alpha component from a large
texture map and animate the texture coordinates. Snow driving toward the
windshield could be added using the pfLightPoints. Turn learn how you could use
pfLightPoints to implement this see Angus Dorbie's Aqua demo (www.dorbie.com)
which used pfLightPoints for bubbles.
An animated texture on the windshield and hood of the vehicle could represent
accumulating snow. Page in texture maps which show more accumulation over time.
Brian
On Mar 22, 5:30pm, MLM Veraart wrote:
> Subject: Re: Snawfall
> Michael Plass wrote:
> >
> > I want to realize snawfall in a driving simulation application. How
> > can I do this without a big decrease of draw performance? Is it
> > possible to use the overlay planes to create animated snawfall?
> You can use a polygon (quad) in front of the camera/car wind screen
> and on this polygon you animate (translate) a texture that looks
> like a snowfall snapshot. For the texture coord animation you can use
> a pfFlux buffer as texture attribute of the pfGeoSet.
>
> Mario
> > --
> > Michael Plass mailto:plass++at++philosys.de
> > PHILOSYS Software GmbH http://www.philosys.de/
> > Edisonstr. 6 phone: +49 (0)89 / 321 407-21
> > 85716 Unterschleissheim fax: +49 (0)89 / 321 407-12
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>-- End of excerpt from MLM Veraart
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