Re: [Flightgear-devel] Functions to textures?

2012-07-25 Thread Renk Thorsten
Actually, the code that creates the texture is in scene/util/StateAttributeFactory.cxx, but you would have to do something similar to the noise texture code in TextureBuilder to access your texture from a texture. It would be nice if the Effects framework had a way to load arbitrary textures

[Flightgear-devel] Functions to textures?

2012-07-24 Thread Renk Thorsten
First of all, a big thanks to Tim - Akenine-Moller Co. is indeed quite an interesting read, and in addition to gaining a better understanding, I've so far experimented successfully with a heightfield for parallax and normal mapping and a simple irrandiance map instead of the ambient term in

Re: [Flightgear-devel] Functions to textures?

2012-07-24 Thread Arnt Karlsen
On Tue, 24 Jul 2012 07:02:44 +, Renk wrote in message e495a106ff5f31448739e79d34138c19196d3...@mbs1.ad.jyu.fi: First of all, a big thanks to Tim - Akenine-Moller Co. is indeed quite an interesting read, and in addition to gaining a better understanding, I've so far experimented

Re: [Flightgear-devel] Functions to textures?

2012-07-24 Thread Chris Forbes
Somewhat inversely, I'm also wondering if a simple texture1D() lookup might not be faster than evaluating the light function e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)) three times to get an (rgb)-triplet. That depends a lot on the GPU, and how coherent the texture coordinates are across a

Re: [Flightgear-devel] Functions to textures?

2012-07-24 Thread Tim Moore
On Wed, Jul 25, 2012 at 12:16 AM, Chris Forbes chr...@ijw.co.nz wrote: Somewhat inversely, I'm also wondering if a simple texture1D() lookup might not be faster than evaluating the light function e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)) three times to get an (rgb)-triplet. That depends