Howto talk:Illuminate faces: Difference between revisions

From FlightGear wiki
Jump to navigation Jump to search
No edit summary
Line 8: Line 8:
Hi Gijs, thanks for the help!<br>
Hi Gijs, thanks for the help!<br>
David [[User:D-79|D-79]] 05:01, 18 August 2009 (EDT)
David [[User:D-79|D-79]] 05:01, 18 August 2009 (EDT)
== Night texture is wrong! ==
In the section '''Switch to another part of texture if illuminated''' the example texture is wrong. Since the lighting depends on the angle of the sun to the surface, the day-texture will be (almost) totally dark during the night so you don't need the dark night texture. Now, since there is some angle-of-the-sun property which is used to change the night texture, the switch is clearly visible and horribly unrealistic.
Instead, I suggest using either different objects for the windows and using the emissive animation as described earlier, or make the night texture the same as the day texture, but with the windows lit.
I think we might want to use a separate material parameter (is there any that is not yet used?) to control the "night emissivity" and then use that to light the windows etc in a shader.
Any comments?

Revision as of 11:29, 19 January 2011

Hi Gijs, in the new section I'm using code that is understood as a wiki tag: <center>. It disappears and causes the following bit to be centered. Can you change that and make the center appear as the rest of the code?

Thanks David D-79 17:15, 17 August 2009 (EDT)

David, you can easily make the <center> tag visible by adding nowiki tags around it (edit page to see how I've done it). This works with all kind of tags (even '''bold''' and [[link]]).
Regards, Gijs 04:30, 18 August 2009 (EDT)

Hi Gijs, thanks for the help!
David D-79 05:01, 18 August 2009 (EDT)

Night texture is wrong!

In the section Switch to another part of texture if illuminated the example texture is wrong. Since the lighting depends on the angle of the sun to the surface, the day-texture will be (almost) totally dark during the night so you don't need the dark night texture. Now, since there is some angle-of-the-sun property which is used to change the night texture, the switch is clearly visible and horribly unrealistic.

Instead, I suggest using either different objects for the windows and using the emissive animation as described earlier, or make the night texture the same as the day texture, but with the windows lit.

I think we might want to use a separate material parameter (is there any that is not yet used?) to control the "night emissivity" and then use that to light the windows etc in a shader.

Any comments?