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 ------------------------------------------------------------------------------ Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel