[Flightgear-devel] Normal maps

2009-08-30 Thread mor...@t-online.de
Do you
know if FlightGear supports normal or bump maps for better textures? And
if no, will FG ever support them? Normal maps would be a very good way
to get high details with good peformance. E.g. you could have every
screw in your cockpit looking like 3D but ab better framerate. It would
also be great for little gaps and small damages on the fuselage.-- Mo (Blender3D)



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Re: [Flightgear-devel] Normal maps

2009-08-30 Thread Heiko Schulz
Hi,

No, we don't (yet).
I don't know if OSG support something like that. If so, first it has to be 
implemented - that means a lot of work in hard code. (please correct me if I'm 
wrong)
Indeed it would be another very nice feature, but before that, I would like to 
see Tim's work on object shader library, so we can use shaders on objects 
materials like we now use in CVS on the terrain materials. 
Regards
HHS
 still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html





Von: mor...@t-online.de mor...@t-online.de
An: flightgear-devel@lists.sourceforge.net
Gesendet: Sonntag, den 30. August 2009, 18:14:32 Uhr
Betreff: [Flightgear-devel] Normal maps

Do you
know if FlightGear supports normal or bump maps for better textures? And
if no, will FG ever support them? Normal maps would be a very good way
to get high details with good peformance.. E.g. you could have every
screw in your cockpit looking like 3D but ab better framerate. It would
also be great for little gaps and small damages on the fuselage.

-- Mo (Blender3D)


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Re: [Flightgear-devel] Normal maps

2009-08-30 Thread Jacob Burbach
Normal maps require materials with multiple texture units and shaders,
as well as some code to make the vertex attributes available to the
shader. The new material system being developed supports texture units
and shaders, but is still very very young, and only for terrain
currently. So no, it's not possible yet, but it should be at some
point in the future.

cheers

--Jacob

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