The first batch of sources has been pushed to gitorious. These commits are intended mainly to check that the classical (forward) renderer is not broken and works as usual. They will also permit one to challenge his GPU and see how it behaves in front of the beast.
In the plan exposed previously (see below), I skipped step 3. (define an XML format for a configurable renderer) as it appears to be more involved than expected. So what you have is a buggy step 5. :) Buggy because for some reason, sun light depends on the orientation of the camera. But you should get an image. The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. Regards, -Fred > Now that the introduction of Rembrandt "next", provided that the > current operation is retained, has been accepted, it is time to > outline the plan that I intend to apply: > > 1. update SimGear with additions made on the effects and animations > (done). The changes include the creation of "positioned" uniforms, > ie on which applies a MODELVIEW matrix transformation, which serve > to indicate the position of light sources in the shaders, and > "light" animations (spot and point). > > 2. modify the Renderer class to separate from the scenegraph, terrain > and models on one hand, the skydome and stars on the other, and > finally the clouds. These three elements are passed to the > CameraGroup class in order to be treated separately in the new > rendering engine (and put together in the current one). > > 3. define an XML format for describing the two possible rendering > pipelines (the current and new). The format will introduce optional > elements (such as shadows, ambient occlusion, glow). > > 4. modify the base effects for defining the techniques that apply to > one or the other renderers (a request for assistance has already > been sent to prepare the work and ensure that existing effects does > not apply to new rendering mode). > > 5. implement in the new rendering engine the basic lighting equation > (ambient + diffuse + specular) > > 6. add the shadows > > 7. add light management > > 8. with the help of Thorsten, add atmospheric scattering, haze and > the light field > > 9. add the ancillary effects (ambient occlusion and glow) > > 10. help migrate models and effects > > I certainly forgot something. Let the discussion plug the holes > > Regards, > -Fred > http://wiki.flightgear.org/Project_Rembrandt > > > ------------------------------------------------------------------------------ > Keep Your Developer Skills Current with LearnDevNow! > The most comprehensive online learning library for Microsoft > developers > is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, > MVC3, > Metro Style Apps, more. Free future releases when you subscribe now! > http://p.sf.net/sfu/learndevnow-d2d > _______________________________________________ > Flightgear-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > ------------------------------------------------------------------------------ This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

