On mercredi 07 janvier 2009, Vladimir Karmisin wrote:
> 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.
Hello
I am not sure that could answer your question, however i do use the following
nasal script to know if there is water or solid under.
terrain_under = func {
var lat = getprop("/position/latitude-deg");
var lon = getprop("/position/longitude-deg");
var info = geodinfo(lat, lon);
if (info != nil) {
if (info[1] != nil)
setprop("/environment/terrain",info[1].solid);
#print("and it is ", info[1].solid ? "solid ground" : "covered by
water");
#debug.dump(geodinfo(lat, lon));
}else {
setprop("/environment/terrain",1);
}
settimer (terrain_under, 0.1);
}
so............ :)
Happy new year
--
Gérard
http://pagesperso-orange.fr/GRTux/
J'ai décidé d'être heureux parce que c'est bon pour la santé.
Voltaire
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