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<emission> | <emission> | ||
<red>0.12</red> | <red>0.12</red> | ||
<green>0. | <green>0.0</green> | ||
<blue-prop>sim/G91/Test/V0_1B</blue-prop> | <blue-prop>sim/G91/Test/V0_1B</blue-prop> | ||
<factor-prop>sim/G91/re_emit/gauge_red_light</factor-prop> | <factor-prop>sim/G91/re_emit/gauge_red_light</factor-prop> | ||
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<factor-pro> always works on the three colors, so any color mixing should be managed using a NASAL or JSBSim function so that the colors are harmonized together. | <factor-pro> always works on the three colors, so any color mixing should be managed using a NASAL or JSBSim function so that the colors are harmonized together. | ||
In this example we mix two colors on a surface (for example the cockpit). The two colors correspond to the red used to illuminate the cockpit and the blue emitted by a wood lamp to illuminate the instrument quadrants. The mixing between the two colors has been assumed as 20% for Wood's light (a value quite close to reality for metallic surfaces), therefore two variables are prepared, one for red and the other for Wood's luve (UV ): | |||
<source> | |||
setprop("sim/G91/re_emit/gauge_phosphorescent_light",pl_phosphorescent_emission * light_by_tension_bus); | |||
setprop("sim/G91/re_emit/gauge_UV_light_on_red_light",pl_phosphorescent_emission * light_by_tension_bus * 0.2); | |||
</source> | |||
The <factor-prop> at this point becomes constant and indicates the reflection factor of the material (high for a glossy or light and lower material for an opaque or dark material). In the example we use the value 0.12. The <factor-prop> tag cannot handle constant values and therefore the <factor> tag should be used, so it is possible to use the same function for different types of materials in different lighting contexts. | |||
<source> | |||
<emission> | |||
<red-prop>sim/G91/re_emit/gauge_red_light</red-prop> | |||
<green>0.0</green> | |||
<blue-prop>sim/G91/re_emit/gauge_UV_light_on_red_light</blue-prop> | |||
<factor>0.12</factor> | |||
</emission> | |||
<source> | |||
=== Changing texture if illuminated === | === Changing texture if illuminated === |
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