SimLights will pre-render your database, generating a series of light maps that correspond to the lighting contributions from all static light sources in the scene. Light source colors, attributes, and visibility are combined with surface materials and normals using OpenGL’s standard diffuse and ambient lighting equations. This produces a light map containing lighting and shadowing effects for each surface.
The light maps are automatically applied to the geometry as a secondary texture layer using MODULATE texture environment mode. When combined with the decal texture, the result is a multi-textured database that appears to be Phong shaded and shadowed. Since light maps are pre-rendered, increasing the number of light sources or their attributes does not harm rendering performance. SimLights generates databases that are fully compliant with OpenFlight version 15.7, making them compatible with most modern Scene Graphs and Image Generators.
Please visit RTI’s web site, www.simcreator.com, to learn more about SimLights and to download an example light mapped database.