Comments on: New Panel Lighting https:/2008/06/new-panel-lighting/ Developer resources for the X-Plane flight simulator Tue, 01 Feb 2011 02:07:26 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Dan31 https:/2008/06/new-panel-lighting/#comment-998 Wed, 02 Jul 2008 15:24:00 +0000 http://www.x-plane.com/dev_blog/?p=331#comment-998 Got a problem with the flash movie. It hang my Mac for a while before doing anything.

]]>
By: Murmur https:/2008/06/new-panel-lighting/#comment-999 Tue, 01 Jul 2008 13:21:00 +0000 http://www.x-plane.com/dev_blog/?p=331#comment-999 Well, your arguments are convincing. 🙂 3-d lighting in panels would increase realism immensely.

Also, I hope the direction you are going (shaders lighting) will continue to be exploited to further improve the environmental lighting model. Small changes in the lighting model can have huge effects on the realism of the scene.

]]>
By: Benjamin Supnik https:/2008/06/new-panel-lighting/#comment-1000 Tue, 01 Jul 2008 10:39:00 +0000 http://www.x-plane.com/dev_blog/?p=331#comment-1000 Hi Murmer,

It’s fixed? I disagree! Since you can animate moving parts, pre-baked lighting may not be adequate for the 3-d cockpit. I have seen a number of autopilot dash boards done in complete 3-d (that is, every knob is 3-d).

Computationally more expensive: maybe…but it’s not using the same resource. 2-d lighting in its current design uses the CPU, something we don’t have a lot of (and spend a bit of in a high-batch-count object like a 3-d cockpit). Per-pixel lighting uses shaders, which would otherwise be unused if we use a trivially simple 3-d lighting and pre-bake everything.

Finally, I come back to the issue of textures…a lighting system that only lets the author affect the panel tex is very limiting (and encourages the author to make HUGE panel textures, which is very expensive). And doing 2-d lighting calcs on the object texture would add another big cost.

The trend in graphics hardware is to deliver more and more pixel power – CPUs aren’t growing as fast, nor is bus bandwidth…in this context I think it makes sense to use shaders to shade a 3-d cockpit.

/ben

]]>
By: Murmur https:/2008/06/new-panel-lighting/#comment-1001 Tue, 01 Jul 2008 10:27:00 +0000 http://www.x-plane.com/dev_blog/?p=331#comment-1001 Ok Ben, that makes sense, but will it be possible to implement e.g. dash lighting in 3-d panel? Probably it will be very hard to do, and computational much more expensive than the 2-d lighting model, but at the same time without significative advantages. After all, cockpit lighting is “fixed”, and baking it in with 3d lighting would be much easier and equally realistic (if well done).

]]>
By: Benjamin Supnik https:/2008/06/new-panel-lighting/#comment-1002 Mon, 30 Jun 2008 22:40:00 +0000 http://www.x-plane.com/dev_blog/?p=331#comment-1002 This feature is only usable in 2-d lighting. Here’s why:

We expect the 3-d panel to start to support more and more real 3-d lighting – this is already partly possible in that you can get directional lighting on ALL surfaces (including the panel texture) using ATTR_cockpit_region.

As we add more features to this, we won’t want to allow both 2-d lighting baked in and 3-d lighting, taking a hardware hit with both features; authors will be expected to light 3-d cockpits only using 3-d lights.

From a practical perspective, I don’t think this kind of feature will be that useful for 3-d cockpits in that I’ve seen quite a few where the panel tex and obj tex are heavily intermixed – with these effects only on the panel tex, they’d be applied unevenly to geometry.

]]>
By: Anonymous https:/2008/06/new-panel-lighting/#comment-1003 Mon, 30 Jun 2008 21:10:00 +0000 http://www.x-plane.com/dev_blog/?p=331#comment-1003 Does this feature usable on only the 2d panel or will it be also usable on 3d panels?tk

]]>