c162577340
are now working. A runway light is defined by a point and a direction. The point and direction are combined with the local up vector to create a small triangle orthogonal to the direction. The two ficticous corners of the triangle are given an alpha value of zero, the orignal corner is given an alpha of one. The triangle is drawn in glPolygonMode(GL_FRONT, GL_POINT) mode which means only the corner points are drawn, and since two have alpha=0 only the original point is drawn. This is a long way to go to draw a point, but it ensures that the point is only visible within 90 degrees of the light direction, behind the light it is not visible. This is still a long way to get to drawing a point, but we use an environement map, with the direction vector as the normal to mimic a light that is brightest when viewed head on and dimmest when viewed perpendicularly or disappears when viewed from behind. - warning, there is a bug in how the current runway light direction vector is calculated which will adversely effect runway lighting. The airports should be regenerated in order to fix this problem. |
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.. | ||
.cvsignore | ||
design | ||
FGTileLoader.cxx | ||
FGTileLoader.hxx | ||
hitlist.cxx | ||
hitlist.hxx | ||
Makefile.am | ||
maptest.cxx | ||
newcache.cxx | ||
newcache.hxx | ||
scenery.cxx | ||
scenery.hxx | ||
test.cxx | ||
tileentry.cxx | ||
tileentry.hxx | ||
tilemgr.cxx | ||
tilemgr.hxx |