----- Original Message ----- From: "Andy Ross" <[EMAIL PROTECTED]> To: "FlightGear developers discussions" <flightgear-devel@flightgear.org> Sent: Friday, February 18, 2005 9:54 AM Subject: Re: [Flightgear-devel] normal maps for flightgear
> Erik Hofman wrote: > > Frederic once wrote a plib patch to add multitexturing by someone > > thought it was an ancient technology and everything should be done by > > shaders in the future. First I don't think we ;live in the future end > > secondly I don't think shaders will be fast enough to do _everything_ > > using shaders. > > There's no inherent magic to shaders. Normal maps on terrain can be > lit at load time (or once every minute or so -- the sun doesn't move > that fast) and applied as a second stage multitexture or even as a > second pass to the terrain rendering. > > The more interesting question is how we generate the normal maps. It > could be done with a high frequency noice perturbation of the polygon > normals, or even generated from the original high resolution input > terrain data. Hi Andy! Creating normal maps is too simple process: download from nvidia site photoshop plugin for normal maps and then convert texures to normal maps ( I've already done it) format but I think you want to create normal maps from high resolution DEM and then map it to lowres scenery - that's the right way. Ok guys - if I do normal mapping w/o shaders - do you need this? or, forgive me, we let flightgear say with 1998 year's graphics? Another problem is how can we store normal, binormals and tangent for normal mapping and have multitexture support. but if we use shaders we have only 1 problem - multitexture support and calculate - tangents on fly. But guys - I think that all of you have minimum geforce3 class cards. that support at minimum vertex programs. correct me if I wrong. And I think that we can use two versions - with shaders and w/o shaders and users can choose versions or it can be done on fly by querring capabilities of graphics software. Bye Roman > > But I agree with Erik: we want to avoid specifying features as > "shader" stuff. Shaders are the mechanism you use to render it. As > always, the hard part is getting the data representation right. > > Andy > > > _______________________________________________ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d