Triangles 3304388
300K tris is a win indeed! Congrats!
![Smiley :)](http://www.objreader.com/Smileys/default/smiley.gif)
... i am just waiting to see your own glow effect before posting the official version ...
Patrice,
You're probably underestimating the importance of the task. I think it's more urgent at this moment than decimation, or auto-rotation, or both taken together.
Surprisingly enough, when I looked again into my Objector code after a year or so of near total oblivion, I found out it's been having everything it needs for cheap GL_EMISSION to work for at least 2 recent years.
Please take a look below. GL_EMISSION is the material color property that doesn't depend on the material's or scene lights' other colors or intensity. That's what makes it particularly suitable for cheap glow emulations. But I'm sorry to say your current alpha glow texture is absolutely inadequate to implement GL_EMISSION up to its full potential.
I'm hereby proposing a deal as follows:
1. You generate an alpha texture
véritable enough to pass for a headlight flare in your existing ObjReader/Onyx and map it appropriately to your headlight glow meshes.
(I think this and this may help you do just that)2. As soon as you send me one of those that I can accept, I'll send you back the Mobj/Main sources equipped to use GL_EMISSION for you to bring the model and its textures to perfection.
I am not talented enough to do that as easily as you undoubtedly can.
![Smiley :)](http://www.objreader.com/Smileys/default/smiley.gif)
Is it a go?
P.S. I planned to attach a min. Objector.exe setup for you to test your glow texture attempts with but unfortunately, my sources somehow refuse to compile into a standalone exe. I.e. it works OK when JIT compiled directly to memory (my usual code test mode) but crashes on model load when compiled to a static exe ...
P.P.S. The below renders were made with the following glow material settings:
newmtl glowing
Ka 0 0.8 1
Kd 0 0.8 1
Ks 0 0.8 1
Ke 0 0.8 1
map_Kd glowing.png
Ns 512
d 0.7
illum 2They help increase the glow material overall brightness against the other materials as the scene illumination brightness rises from 0 to 255/255 (0% to 100%). When the light intensity is nil then only Ke is seen, when it is 100% then the other K components add their cyan too. Thus the glow material stays just as bright against the other materials in the scene as it appeared in total darkness. But alas, the configuration of alpha mask is totally wrong and unrealistic for a car headlight flare...
![Sad :(](http://www.objreader.com/Smileys/default/sad.gif)