Hi,
Well, for someone who don't have any ideas or knowledge about shaders, it looks
really complicated at the first sight. On the other site, it looks a bit like
the .osg-files, and with a bit diggin in, it would be understandable for me at
least.
I guess it is a bump map for the towns and cities, right?
I would really know from the developers who are against this style of code are,
what are the issues with this? Where are the main problems and what would be
alternatives?
Shader support would be a great step forward!
Regards
HHS-->
<PropertyList>
<effect>
<name>default-effect</name>
<!-- <inherits-from>another-effect</inherits-from> -->
<parameters>
<material>
<ambient type="vec4d">
0.0 0.0 0.0 1.0
</ambient>
<diffuse type="vec4d">
.5 .5 .5 1.0
</diffuse>
<specular type="vec4d">
0.3 0.3 0.3 1.0
</specular>
<emissive type="vec4d" variance="dynamic">
0.0 0.0 0.0 1.0
</emissive>
<shininess>1.2</shininess>
</material>
<texture0>
<texture2d>
<image>city.png</image>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>clamp</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture2d>
</texture0>
<texture1>
<texture2d>
<image>detail.png</image>
<filter>linear-mipmap-linear</filter>
<!-- also repeat -->
<wrap-s>clamp</wrap-s>
<wrap-t>clamp-to-edge</wrap-t>
<!--
<wrap-r>clamp-to-border</wrap-r>
-->
<!-- float, signed-integer, integer -->
<internal-format>normalized</internal-format>
</texture2d>
</texture1>
<bump-height type="double">.05</bump-height>
<pattern-rotation type="vec4d">0 0 1 1.5708</pattern-rotation>
</parameters>
<technique>
<predicate>
<or>
<less-equal>
<value>2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<shininess><use>material/shininess</use></shininess>
</material>
<texture-unit>
<texture2d><use>texture0/texture2d</use></texture2d>
</texture-unit>
<texture-unit>
<texture2d><use>texture1/texture2d</use></texture2d>
</texture-unit>
<shader-program>
<uniform>
<name>bumpHeight</name>
<type>float</type>
<use>bump-height</use>
</uniform>
<uniform>
<name>patternRotation</name>
<type>vec4d</type>
<use>pattern-rotation</use>
</uniform>
<vertex-shader>
"Shaders/util.vert"
</vertex-shader>
<vertex-shader>
"Shaders/foo.vert"
</vertex-shader>
<fragment-shader>
"Shaders/foo.frag"
</fragment-shader>
</shader-program>
</pass>
</technique>
<technique>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
</material>
<texture-unit>
<texture2d><use>texture0/texture2d</use></texture2d>
</texture-unit>
</pass>
</technique>
</effect>
</PropertyList>
Tim
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