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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