Path: chuka.playstation.co.uk!news From: Jim Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Point light sources Date: Wed, 30 Jul 1997 10:11:53 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 25 Message-ID: <33DF0559.64BEAFB5@micronetics.com> References: <01bc9297$19d2e5a0$733261cb@beast> <33CDFDB1.66D7@interactive.sony.com> <01bc981d$7d0849e0$903261cb@beast> NNTP-Posting-Host: jim.micronetics.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.0b4 [en] (Win95; I) X-Priority: 3 (Normal) Tyrone McAuley wrote: > > > So we simulate point light sources by manipulating the normals of objects > in > relation to a parallel light source which is pretending to be a point light > source. > (I guess thats what you mean). > This is an idea I was toying around with last night, after deciding that the light model in gslib is pretty much useless. I want to light up a rather small area of a map, for an explosion, gun fire, etc.. Presently the way I think its going to go is to just point the polygon normals around the explosion towards the lightsource vector, the normal should just be the inversion of the light vector. It should brighten the ajoining polys quite neatly. Fortunately the tmd normal data is not used for culling. You have any pratical experiance with this on the Yaroze? Ideas? Is there an easier way to just illuminate a small section of a model? Cheers JiM