Heiko Schulz wrote:
> 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'm sorry that there isn't any documentation for the graphics portion of these 
files. The example is intended only
to "motivate" the property list discussion.

Tim
> 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
> 
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>       
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