> I was wondering if there is a future plan in uniting these two amazing  
> attributes of FG...

My development plan as outlined for the period between 2.10 and 3.0 
(hopefully...)
http://wiki.flightgear.org/User:Thorsten 
is still valid:

"After thinking about this for a while, I have decided that I am definitely not 
going to do this on my own. Being maintainer of one major rendering scheme and 
one weather system is quite enough to keep me busy, and it's not something 
which is very close to my heart. However, if there is a decision that there is 
going to be a team effort making this work, I will join it and do my part."

> I suspect the programming challenges must be more than easy, yet I  
> assume we would all like to have these features together, without having  
> to quit and edit config files for choosing one of them at a time.

I'm not a frequent Rembrandt user, but my understanding is that you have to 
start Rembrandt with a certain set of commandline options, but don't have to 
edit config files. Can you elaborate?

> I was wondering, could a button between Rembrandt and Atmospheric Light  
> Scattering be made in-game so that one can be turned off, thus allowing  
> the other to be turned on??

Starting from the default rendering scheme, Rembrandt is a change in rendering 
architecture, whereas Atmospheric Light Scattering is merely (?) a change in 
effect and shader code. Which is to say that Atmospheric Light Scattering has 
to be largely re-written to work inside the Rembrandt architecture, and which 
is why one can switch in-sim from default to Atmospheric Light Scattering 
(because they use the same architecture) but not from default to Rembrandt. 
Maybe Fred can explain this better.

I've been given to understand that the easiest way to implement things inside 
the Rembrandt framework is to make all computations in the fragment shader - 
this is now done, ubershader-lightfield.frag contains all the main operations 
of lighting and fogging in five distinct and well-structured code blocks. I 
assume they would be more or less run when just copy/pasted into their 
counterpart locations in the Rembrandt framework. 

So the current roadblock is that someone sufficiently familiar with the 
structure of Rembrandt needs to write a skeleton framework and move these bits 
where they belong and implement the xml logic to switch things on and off. Once 
such a skeleton exists, I could take over from there and modify and adapt it to 
get all the procedural texturing and other fragment postprocessing effects in. 

What I can't do easily is design the skeleton from scratch, because I know only 
for ~ 2/3 of the lines in effect files what they're actually for (to be able to 
modify an existing file is not the same as being able to come up with one from 
scratch, especially if that is supposed to work in a different 
architecture...), and I have no prior experience in Rembrandt, and 'would be 
nice to have' is not sufficient to motivate me to spend a lot of time learning 
all of this. The offer stands - if anyone does the skeleton using what's in 
ubershader-lightfield.frag and gets a minimal system running in Rembrandt, I'll 
do the rest.


* Thorsten

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