Hello !
In past couple of weeks I wrote GLSL-based shader for fluid surfaces and now
trying to deploy it into FlightGear.
As far as I know - there's no diference between solid and liquid surfaces
from FG/SG point of view. In other words
- rivers, lakes, ocean are a part of TerraGear scenery (except OceanTiles
for non existent BTG-s of course).
To make shader work propertly - probally I have to embedd a fluids into
separate graph of scene (or into a subgraph
of terrain), and assign a StateSet, containing shader and all of it data to
it.
If anyone have any idea or suggestion - how water can be separated from
terrain, please drop me a note, right
now all idea I have is only to determine quality of a BTG object by
it's material name.
--
Vladimir Karmishin
ASTRA Development Inc.
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