- Daily Lightpoints: Igniting Points of Light Around the Globe
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Nun auch gleich ein tolles Bild von der lieben Melli. Seht her Langsam kommt der Herbst. Very interesting, those lightpoints. They are on film. Very unlikely that they are airbubbles from development, since they are positioned in the frames consistently. A lightleak in the shutter?
Daily Lightpoints: Igniting Points of Light Around the Globe
Prove notturne Pt2 canon eos77d nightphoto urbannight urbanphotography lightpoints star foggy picoftheday chimney night house likeforlikes likeforfollow photooftheday instalike. Blauer Keramikteller mit Spiegelmosaik und Lichtpunkte an der Decke durch Sonne immer wieder faszinierend lightpoints mirror plate blue and mirror mosaic Mosaik fascinated Faszination fascination.
Entre em contato e venha ficar linda com a gente. Mais um penteado pra semana. Selfie fighi e dove trovarli. When punch-through is less than 1. The revised distance is used in calculating the apparent brightness of the light point; when the punch-through is less than 1. The default punch-through value is 0. Light points can exhibit perspective behavior. The following method sets the size of all the light points in a pfGeoSet:.
When real-size is less than 1. The revised distance is used in calculating the apparent size of the light point; when the real-size is less than 1. The default real-size value is 0. The apparent size of a light point can only range between the minimum and maximum sizes specified by the following lines of code:.
To optimize rendering, you can avoid changing the size glPointSize of each light point when the difference between the new and old sizes is less than a specified amount, called the threshold. To set the threshold value, use the following method:. You can enhance the illusion of perspective by making the light point become more and more transparent as it recedes from view using the following method:. When the actual size is smaller than transp-size , the light point becomes transparent. Using fading to simulate perspective is often more realistic than shrinking the light point size; fading avoids the aliasing problems that occur when light points become too small.
For each light point, two parameters are computed based on the location of the eye point, the location of the light point, and the fog:. Alpha—Specifies the intensity and transparency of a light point. Non-transparent light points have the maximum intensity given by their four color components. Instead of accepting the calculations done by OpenGL Performer, you can use callback functions to supply your own calculations. Callback functions can be completed at the following times:.
Before OpenGL Performer calculates the parameters, thus replacing the Performer calculation completely. Your callback function must compute the size and alpha values for all the light points in the pfGeoSet. If you use a pre-callback, you must provide a size and an alpha value for every light point in the pfGeoSet.
A negative alpha value indicates that the backcolor must be used in place of the light point color. Example provides the skeleton of a raster callback. A more detailed example is on the pfLPointState man page. On InfiniteReality, light points of a given size, up to multisamples, have the same number of multisamples even when the light points cross multiple pixels. The intensity of a light point is defined by its alpha value. The area of a circle with diameter 1. The number of multisamples per pixel is given in the frame buffer configuration.
If there are 8 multisamples, only 0. Make this call as soon as the information is known or changed. If your light points move, you must have at least two multisamples lit per light point; if you only have one, the light point is either on or off. This condition creates flicker. With two multisamples, the light point can transition to a different location with one multisample on and the other off. Light point computations are expensive.
You can replace some of the computation by using a table lookup mechanism and the texture hardware to get an alpha value for each light point. This mechanism uses a precomputed texture and glTexGen to approximate:.
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Because only one texture per polygon is supported by the hardware, it is not possible to approximate all three computations at once. The fading and the fog are combined in one texture, however, so it is possible to select both at the same time. Only use textures for low quality light points; textures are approximations with numerous limitations, including incorrect falloff attenuation if the emanation is not symmetric and incompatibility with callbacks.
To optimize your application, you should fork off a light point process to preprocesses your light point computations.
Preprocessing the light points does the following:. Computes the size and alpha of each light point and passes the result directly to the DRAW process.
LED-Lightpoints - rutec Licht (EN)
As with any other OpenGL Performer process, callback functions can configure the process stages using the following:. Configuration callbacks are typically used for process initialization; for example, they are used to do the following:. User data that is passed to these functions by pfChanData is allocated on a per-channel basis by pfAllocChanData.
This section explains how the light point process works. Example Calligraphic light points are very bright lights that can be displayed only on specially-equipped display systems. Displaying calligraphic light points requires the following:. A calligraphic light point board LPB with a special device driver.
The driver is not part of the OpenGL Performer distribution. Special cables running between the graphics pipe video synchronization and the raster manager RM boards on the LPB. Unlike raster displays, calligraphic displays direct the display system's electron beam at specified places on the screen.
By directing the beam at specified places for specified durations, it is possible to produce extremely bright light sources. Table summarizes the differences be tween raster and calligraphic displays.
Applications using calligraphic light points must run on a machine that has a VISI board. The electron beams stays on pixels for a variable length of time potentially producing exceedingly bright light sources. Light points are added to whatever light is already falling on the pixel. A calligraphic light does not hide another calligraphic light. When raster and calligraphic are displayed, the calligraphic light points are displayed in whatever time is left after the raster image is scanned.
A hanging application, for example, can leave the electron beam aimed at a single point on the screen and quickly burn it out. The same result is true if you programmatically light up a pixel for too long. If the entire image is not drawn to the buffer, frames are dropped until the entire image is ready for display. If all of the light points are not drawn, frames are not dropped; some light points are just not drawn.
Whenever the calligraphic mode renders a black pixel to the screen, it is completely transparent and the raster image shows through.
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When a pixel on the screen is targeted for raster and calligraphic light, both the raster and calligraphic light points are displayed at the same pixel thus making it large raster and bright calligraphic. In mixed mode, both raster and calligraphic images are rendered on the same display system; the raster image is displayed first and the calligraphic image is displayed in whatever time remains before the vertical sync.
You can combine a calligraphic-only display with a raster-only display on the same video channel; the effect is to give the full frame to the calligraphic display so that you can render the maximum number of light points. It is also more expensive and sometimes not convenient for mechanical reasons. The maximum number of calligraphic lights that can be displayed is inversely proportional to the raster display time. The shorter the raster display time, the more calligraphic lights that can be displayed.