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 ------------------------------------------------------------------------------ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ------------------------------------------------------------------------------ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel