On 23-Jul-05, at 12:07 AM, Lo Saeteurn wrote:
Is the accurate to what a user views in a game?
Which method should I use? What's the difference between yours and
Frank's?
I described how Quesa actually lights a scene, and how to find the
maximum luminance for a point at a certain distance from a light (I
assumed you wanted to know how to find the brightness in an Rb3D
scene). NOTE: What I posted won't find the actual brightness of a
given point, only how a vertex at that exact position with a normal
pointing directly at the light will be lit. That's usually what you
want if you're just testing if an object is potentially lit or not
(e.g. for an AI routine that determines object visibility base on
light levels). Finding what the actual rasterized pixel luminance
would be is a lot more work...
Will described a general case, which won't be of much practical use
unless you're doing your own lighting based on those formulas.
Frank.
–––––––––––––––––––––––––––––––––
Open Source RB Goodies and Shareware
<http://developer.chaoticbox.com/>
<http://www.chaoticbox.com/>
–––––––––––––––––––––––––––––––––
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
|