Erik Hofman wrote: > Frederic once wrote a plib patch to add multitexturing by someone > thought it was an ancient technology and everything should be done by > shaders in the future. First I don't think we ;live in the future end > secondly I don't think shaders will be fast enough to do _everything_ > using shaders.
There's no inherent magic to shaders. Normal maps on terrain can be lit at load time (or once every minute or so -- the sun doesn't move that fast) and applied as a second stage multitexture or even as a second pass to the terrain rendering. The more interesting question is how we generate the normal maps. It could be done with a high frequency noice perturbation of the polygon normals, or even generated from the original high resolution input terrain data. But I agree with Erik: we want to avoid specifying features as "shader" stuff. Shaders are the mechanism you use to render it. As always, the hard part is getting the data representation right. Andy _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d