On Wed, Apr 4, 2012 at 5:40 PM, Frederic Bouvier wrote: > The first thing to do it to convert the tree shader in a way it > outputs correctly normals and colors to the 3 buffers. As long > as you can see identically shaded objects in all three buffers, > it's not good. > > You may want to look into deferred-gbuffer[.vert/.frag] shaders > to see how to use gl_FragData instead of gl_FragColor. It's > important to leave out all kind of shading. If you want the > trees look cylindrical (put a better word here) and not flat, > you may bake a normal that is not strictly toward the viewer, > as it is really a flat billboard, but you can leave that for > later.
I've managed to migrate the tree shaders to Rembrandt. Pretty straightforward - thanks for the good instructions and examples. I've checked in an update to git, but this morning realized that I'd made a mistake in the effect file (tree.eff) in allowing both non-Rembrandt and Rembrandt versions to co-exist. Specifically I've created two techniques with the same n= value, so the Rembrandt version is being over-written by the non-Rembrandt version. I won't get the chance to fix this until after the weekend, but in the meantime at least the Rembrandt performance problems with random vegetation should be resolved. -Stuart ------------------------------------------------------------------------------ Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel