> I don't know what is needed to launch it in Rembrandt.
A Rembrandt material shader (one that is bound to scene geometry) is structured
this way (Fragment shader) :
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float
shininess, float emission, float depth);
main() {
> I've just pushed a change that allows a material definition in
> materials.xml
> to include a section, which is merged with the
> section of the effect. So you can now define parameters in the
> materials.xml
> file that can be used as uniforms in the effects file, and therefore
> shader
On Mon, Jul 30, 2012 at 9:35 AM, Stuart Buchanan wrote:
> On Fri, Jul 27, 2012 at 8:43 AM, Renk Thorsten wrote:
>> It'd be really cool to be able to specify a few more parameters in
>> materials.xml to be passed as uniforms - for instance we could then generate
>> custom heightmaps for the terrai
> I'm very keen on the placement maps myself, but they are fundamentally
> incompatible with the crop shader, as the placement information is
> required well above the shader layer.
I like the idea of the placement masks, and one could use them to do LOD by
passing the mask itself to the shader
> I'll certainly do what I can to help this one along. However, I'm not
> clear how this all ties in with the Rembrandt project. Are we in danger of
> having to tear it all down and starting over?
I think it's fairly easy to unify shaders applied to geometry (models +
terrain).
Currently a Rembra
> -Original Message-
> From: Stuart Buchanan [mailto:stuar...@gmail.com]
> Sent: 30 July 2012 09:35
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0
>
> On Fri, Jul 27, 2012 at 8:43 AM, Renk Thorsten
On Fri, Jul 27, 2012 at 8:43 AM, Renk Thorsten wrote:
>
> Since we usually don't have roadmaps and things, I thought I might try to put
> this up for discussion early on.
>
> I've been experimenting with a partially procedural texturing approach, and I
> think this is the way to go forward, the o
Since we usually don't have roadmaps and things, I thought I might try to put
this up for discussion early on.
I've been experimenting with a partially procedural texturing approach, and I
think this is the way to go forward, the outcome looks very convincing. My
experiments are coded within t
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