Hi Tim,

----- "Tim Moore" a écrit :

> I've checked in the initial work on my effects framework. This allows
> one specify OpenGL attributes,
> including shaders, in .eff files. For the moment these are only
> associated with terrain materials.
> 
> The default effect for terrain has a shader that does per-pixel
> lighting, with a fallback to the
> traditional pipeline if a system doesn't support shaders. This effect
> is in Effects/terrain-default.eff.
> Also, you can disable the use of shader effects with the property
> /sim/rendering/shader-effects.
> 
> In the coming weeks there will be more documentation and examples, as
> well as effects for models, of course.
> 
> Let me know if anything breaks,

I was awaiting your changes eagerly, but I'll have to admit I won't be able to 
build a win32 binary before I go to my holiday location. The main problem I am 
facing is that simgear::props::BOOL conflict with a BOOL typedef inside 
windows.h ( same for INT, LONG, FLOAT & DOUBLE ). It's ok to use the fully 
qualified name, but the using namespace simgear::props directive creates an 
ambiguity. Second one is that the dependency on SGVec3 type inside props.hxx 
needs more that forward declarations, and that creates a lot of problems to 
include SGMath.hxx inside props.hxx.

I will try to address that when I come back.

Regards,
-Fred


-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/              Photo gallery - album photo
http://fgsd.sourceforge.net/               FlightGear Scenery Designer


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