Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-08-03 Thread Frederic Bouvier
> 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() {

Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-08-03 Thread Renk Thorsten
> 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

Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-08-01 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-08-01 Thread Renk Thorsten
> 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

Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-07-30 Thread Frederic Bouvier
> 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

Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-07-30 Thread Vivian Meazza
> -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

Re: [Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-07-30 Thread Stuart Buchanan
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

[Flightgear-devel] Ideas for terrain shader structure in 3.0

2012-07-27 Thread Renk Thorsten
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