Summary
.e3d file parser should be capable of instancing SpotLight3D nodes for visual lighting
Full description
.e3d file parser should be capable of instancing SpotLight3D nodes for visual lighting.
While instancing it should also set:
Also, shadows and distance fade should be enabled
Also, some basic code for instancing those nodes with some of those properties being set already is on dev/spotlight3d-instancing branch.
Light proiector textures
I've found some texturing code in opengl33renderer.cpp
WriteLog("Loading common gfx data...");
m_glaretexture = Fetch_Texture("fx/lightglare");
m_suntexture = Fetch_Texture("fx/sun");
m_moontexture = Fetch_Texture("fx/moon");
m_smoketexture = Fetch_Texture("fx/smoke");
m_headlightstexture = Fetch_Texture("fx/headlights:st");
WriteLog("...gfx data pre-loading done");
This has been also fund in DynObj.h
AirCoupler m_headlamp11; // oswietlenie czolowe - przod
AirCoupler m_headlamp12;
AirCoupler m_headlamp13;
AirCoupler m_headlamp21; // oswietlenie czolowe - tyl
AirCoupler m_headlamp22;
AirCoupler m_headlamp23;
AirCoupler m_headsignal12;
AirCoupler m_headsignal13;
AirCoupler m_headsignal22;
AirCoupler m_headsignal23;
DynObj.cpp:
m_headlamp11.Init( "headlamp11", mdModel ); // górne
m_headlamp12.Init( "headlamp12", mdModel ); // prawe
m_headlamp13.Init( "headlamp13", mdModel ); // lewe
m_headlamp21.Init( "headlamp21", mdModel );
m_headlamp22.Init( "headlamp22", mdModel );
m_headlamp23.Init( "headlamp23", mdModel );
m_headsignal12.Init( "headsignal12", mdModel );
m_headsignal13.Init( "headsignal13", mdModel );
m_headsignal22.Init( "headsignal22", mdModel );
m_headsignal23.Init( "headsignal23", mdModel );
So, it does seem like numbering is done like this
First number indicates the cabin 1 - Cabin A; 2 - Cabin B.
Second number indicates location: 1 - Headlight; 2 - Right; 3 - Left
It also applies to all the nodes named fspot<number> or whateverelse
Summary
.e3dfile parser should be capable of instancingSpotLight3Dnodes for visual lightingFull description
.e3dfile parser should be capable of instancingSpotLight3Dnodes for visual lighting.While instancing it should also set:
specularpropertyAlso, shadows and distance fade should be enabled
Also, some basic code for instancing those nodes with some of those properties being set already is on dev/spotlight3d-instancing branch.
Light proiector textures
I've found some texturing code in
opengl33renderer.cppThis has been also fund in
DynObj.hDynObj.cpp:So, it does seem like numbering is done like this
First number indicates the cabin
1- Cabin A;2- Cabin B.Second number indicates location:
1- Headlight;2- Right;3- LeftIt also applies to all the nodes named
fspot<number>or whateverelse