its friggin killing me.
i figured by scaling the difference between two axis it would work. sorta a final[] = (1-scale * viewangles[]) + (scale * originalflareangles[]) but its doing loop-de-loops or something when it goes above the horizon.
tried some openGL tute on flares with glut and that's only made for 2d rendering in a 2d space, not a real 3d space.
friggin my brain is melting. there's so much green in these test functions that i guess i was celebrating st. patricks day. |
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