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List: flightgear-devel
Subject: Re: [Flightgear-devel] Re: Scene brightness 1.9, 1.10
From: "Jim Wilson" <jimw () kelcomaine ! com>
Date: 2003-08-30 1:30:54
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Lee Elliott <leee@spatial.freeserve.co.uk> said:
> Are there any efficient ways to add the moon as a light source?
That seems like it'd be easy enough. It could still be handled as a single
light source (switch to moon angle when it rises at night) which would only be
slightly wrong.
> Also, the light level should never drop to 0,0,0 because of starlight (I'll
> not mention Olber's paradox here;)
Except on stormy near new moon nights.
> I seem to recall that our eyes effectively become more monochromatic as the
> light level drops. Something to do with rods & cones, I think. One type is
> more sensitive to different colours and the other type is more sensitive to
> light levels (I can't remember which way aound it is). The upshot is that
> when light levels are high enough for the colour sensitive cells to work we
> see a colour 'image' but as the light level drops we see a more monochromatic
> image because the colour cells stop working and we only get input from the
> light sensitive ones. Is there a way of dynamically adjusting the colour
> saturation, or achieving a similar effect?
You already get that effect to some degree by reducing light level in the
opengl. It is possible that it happens in human eyes at a different rate than
you'd get anyway by reducing the light source intensity, but I'm not sure how
you can reduce color saturation in textured objects.
> Also, also, if you could possibly find a way of introducing up-lighting when
> passing over towns/built-up/etc. from the texture types... that would be
> sooo cool;)
If we had a method of introducing emission to scenery polys on the fly...that
might work. Been thinking about this for models as a solution for lighting
cockpits, bridges and buildings.
Best,
Jim
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