Path: chuka.playstation.co.uk!news From: James Shaughnessy Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3d lights, distance, movement Date: Tue, 09 Feb 1999 19:12:17 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 73 Message-ID: <36C08891.B83671A0@manc.u-net.com> References: <01be5457$ab8a2d40$813770c2@RikPrince> NNTP-Posting-Host: manc.u-net.com Mime-Version: 1.0 Content-Type: multipart/alternative; boundary="------------FBA930EFD746EC0338734453" X-Mailer: Mozilla 4.5 [en] (Win95; I) X-Accept-Language: en --------------FBA930EFD746EC0338734453 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit The problem here is the 3 lights you can use on the PSX are all parallel -- ie. translating objects/the_world has no effect on its lighting; only rotating an object does. You'll need to make your own local light-sourcing routine, which will involve most likely a neat trick to simulate local lighting (the GPU can't do it automatically for you unfortunately). In my ScaleX game I want it to have a night mode, where you can almost see nothing but a section of track in front of the cars (with some headlight glare hopefully) for some cheap thrills like the real thing (well, er, those ones with headlights). I'll try a method of altering the length of the normals for the track polys in front of the cars, which will make it look like the cars are lighting it up (er, hopefully). Altering polygon normal lengths can't be a very good method though for complex environments, so does anyone know of a better/good way to do this? Jim PS Anyone else seen that Levi advert with that cat chillin' to some tunes? Man, that ad is funny! -- ------------------------- James Shaughnessy james@manc.u-net.com http://i.am/bart.simpson/ ------------------------- Rikki Prince wrote: > I've got a basic idea of how to keep the light place constant: mainly, move > the world in relation to the person and light. However, I believe this > already happens (according to James Russell's Matrix tutorial I read). --------------FBA930EFD746EC0338734453 Content-Type: text/html; charset=us-ascii Content-Transfer-Encoding: 7bit The problem here is the 3 lights you can use on the PSX are all parallel -- ie. translating objects/the_world has no effect on its lighting; only rotating an object does.  You'll need to make your own local light-sourcing routine, which will involve most likely a neat trick to simulate local lighting (the GPU can't do it automatically for you unfortunately).
In my ScaleX game I want it to have a night mode, where you can almost see nothing but a section of track in front of the cars (with some headlight glare hopefully) for some cheap thrills like the real thing (well, er, those ones with headlights).  I'll try a method of altering the length of the normals for the track polys in front of the cars, which will make it look like the cars are lighting it up (er, hopefully).  Altering polygon normal lengths can't be a very good method though for complex environments, so does anyone know of a better/good way to do this?

Jim

PS Anyone else seen that Levi advert with that cat chillin' to some tunes?  Man, that ad is funny!
--
-------------------------
James Shaughnessy
james@manc.u-net.com
http://i.am/bart.simpson/
-------------------------

Rikki Prince wrote:

I've got a basic idea of how to keep the light place constant: mainly, move
the world in relation to the person and light. However, I believe this
already happens (according to James Russell's Matrix tutorial I read).
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