Hej Thorsten! :)

> From: thorsten.i.r...@jyu.fi
> To: flightgear-devel@lists.sourceforge.net
> Date: Wed, 17 Apr 2013 07:22:42 +0000
> Subject: Re: [Flightgear-devel] Rembrandt and ALS combined or switchable
> 
> > 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?

Oops, I use FG with .fgfsrc, so I have the Rembrandt command on a line which I 
comment/uncomment. Sorries for not clarifying this.


> > 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. 
> 

Is this why Rembrandt overrides any Antialias options I try to set?
> 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.
> 

This sounds like heavy-duty programming and it won't be easy, of course. But, 
again, the fruition of this merging will be immensely beneficial, as we all can 
imagine, I guess! 
> > * Thorsten
> 
Thanks and cheers!/KlearchosSE-MUA

                                          
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