Le 2 mai 2011 à 10:07, Emilian Huminiuc a écrit :

> On Monday 02 May 2011 10:53:40 Jonathan Tanant wrote:
>> Hello,
>> 
>> Would it be possible to add some details using a second stage texturing in
>> an effect file ? (Should add some eye-crisp on close-up views to the
>> runway textures (takeoffs and landings), and possibly on grass or others
>> materials too)
>> 
>> Tried to add a second texture unit in "modulate" mode in
>> terrain-default.eff but doesn't seems to work in modulate mode... Tried in
>> "add" mode, result is burnt to white.
>> 
>> But maybe I do this the wrong way...
>> Any ideas ?
>> 
>> Some questions :
>> Are the nodes in effects files documented anywhere : I've read the
>> Readme.effects file, but doesn't give much details about the
>> <environment><mode> node... Is there a way to specify that the UV
>> coordinates have to be multiplicated by some float constant by the shader
>> ? For a details texture (asphalt ground), UVs should be multiplicated by
>> something like 40 (and warped).
>> 
>> Thanks,
>> 
>> Jonathan.
>> FlightGear french user.
>> FlightGear rocks !!!!! :-)
> 
> This can be achieved with custom mipmaps embedded in .dds textures. I've done 
> some tests in this area and it's working as expected. You can test with this 
> file: http://ompldr.org/vOGlvYw , as a rock (limestone) texture.
> 
> HTH
> Emilian.

Thanks for the idea, but I was thinking more about a real dual-texturing 
shader, I think that a single mipmap will ever be too large if we want really 
crispy and closeup details. 
My idea was to keep the "low resolution" diffuse texture stage (giving the 
distant and main color visual aspect) and add a "detail" texture stage, 
depending on the close-up aspect of the material : rock, asphalt, concrete, 
dirt, grass... 

I did a few tests modifying shaders. I was'nt able to find the shader used for 
runways. It doesn't seems to be the "default.vert" one. Does the runway use the 
fixed pipeline shading ?

Cheers,

Jonathan.


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