lighting Ive done / do you know other (complex) lighting examples 
Author Message
 lighting Ive done / do you know other (complex) lighting examples

Hi. I've been playing around with light in vrml lately
(example: http://www.*-*-*.com/ ).
Have any of you done similar stuff, or seen some ?
  I am aware that lighting in VRML (and realtime 3d in general)
has its limitations, but some rather kool things should be
possible anyway.
  The "example" scene above uses 4 lights for each room,
and turns the lights on/off as you enter and leave rooms. I
did this out of necessity, since just having a ton of lights
and letting the browser decide is a no-go.
  Then something completely different, also relating to that
world (about handling large worlds):
 The world is rather large (60 rooms), and enabling all
of them results in unacceptable performance.
  Instead Ive made it, so that only the current room
and its neighbours are active. Its primitive, but it works.
First, each of the 60 rooms are mentioned in a "-1 Switch".

Then, I make a "60 rooms switch", where choice n
means "room n, light for room n, and the adjacent rooms to room
n (without light)".

Finally, each room has a ProximitySensor with equal dimensions,
triggered when the room is entered. This is then routed to
a script with 60 eventIn's, and each of these 60 script-eventins
set the "main switch" to a different active room.

It seems to work, but I would like to hear if you know
any alternatives ?

* Sent from RemarQ http://www.*-*-*.com/ The Internet's Discussion Network *
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Fri, 23 Aug 2002 03:00:00 GMT  
 lighting Ive done / do you know other (complex) lighting examples

Very nice effects!

Ernest Rose
The E Cubed VRML Experience

Quote:

> Hi. I've been playing around with light in VRML lately
> (example: http://home1.stofanet.dk/pilgrim/rooms/rooms.wrl ).
> Have any of you done similar stuff, or seen some ?
>   I am aware that lighting in VRML (and realtime 3d in general)
> has its limitations, but some rather kool things should be
> possible anyway.
>   The "example" scene above uses 4 lights for each room,
> and turns the lights on/off as you enter and leave rooms. I
> did this out of necessity, since just having a ton of lights
> and letting the browser decide is a no-go.
>   Then something completely different, also relating to that
> world (about handling large worlds):
>  The world is rather large (60 rooms), and enabling all
> of them results in unacceptable performance.
>   Instead Ive made it, so that only the current room
> and its neighbours are active. Its primitive, but it works.
> First, each of the 60 rooms are mentioned in a "-1 Switch".

> Then, I make a "60 rooms switch", where choice n
> means "room n, light for room n, and the adjacent rooms to room
> n (without light)".

> Finally, each room has a ProximitySensor with equal dimensions,
> triggered when the room is entered. This is then routed to
> a script with 60 eventIn's, and each of these 60 script-eventins
> set the "main switch" to a different active room.

> It seems to work, but I would like to hear if you know
> any alternatives ?

> * Sent from RemarQ http://www.remarq.com The Internet's Discussion Network *
> The fastest and easiest way to search and participate in Usenet - Free!



Sat, 24 Aug 2002 03:00:00 GMT  
 
 [ 2 post ] 

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