|
![](/i/fill.gif) |
In article <38A9E46C.15E808B6@alpharay.de>, Paul Blaszczyk
<3d### [at] alpharay de> wrote:
> - no anti-alias against background
> -> to render sprites, buttons, etc.
Maybe a good idea...
> - reflection-map
> -> the current reflections are to perfect. Current scenes seems much
> to clean!
> A reflection-map can be used to simulate a dirty floors (marble,
> wood), streets after rain, etc.
I think finish_map would be a more flexible and general solution to this
problem. Or the other extreme: maybe have every texture attribute now
controlled with a float controlleable by an isosurface-type function. :-)
And everything that accepts a color should accept a pigment too...yes,
it is insane...
Although I have been thinking of adding the ability to use a pigment as
a light_source color. It would have two different modes: the usual
pigment calculation method, where the color of the light at a point is
the same as the pigment at that point, and a depth based calculation
method, which would use the length the ray has travelled as the z
distance when evaluating the pigment(good for wave simulations?).
This would be pretty easy to do, I just haven't had the time...
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
Post a reply to this message
|
![](/i/fill.gif) |