I've noticed recently more or less by accident and to my dismay that
model-default.eff is used both by models placed in the scenery and by
typical aircraft 3d cockpits.

This is rapidly looking like a bad idea when a more detailed atmosphere
model enters the game - the terrain haze shader has altitude-differential
fog, the sunrise/set code I'm working on has position-differential
lighting and fog coloring.

Models placed into the scene need essentially the same shader as the
terrain and skydome, otherwise they don't blend properly - no choice here.

However, half the visual field is typically taken by the cockpit, and the
vertices and pixels of that don't really need to go through ~120 lines of
differential fogging and lighting code just to discover that they get the
default light at the position and no fog.

One could probably write some provisions into the shader to make a
distance check first and if the model is very close not to go through all
the motions, but it seems more reasonable to me to do this on the level of
the effect declarations and simply feed the 3dcockpit through a different
default effect file which never tries to do any fogging in the first
place.

Would this be complicated to do (i.e. require changing all aircraft xmls),
or is there an easy way to do this? I'm just testing the waters here... as
far as I know none of the position differential shading code has been
committed yet, but I'm sort of developing strongly into that direction,
and I want to identify trouble as soon as possible...

* Thorsten


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