On Fri, 04 Mar 2011 15:46:45 -0500, Tom wrote in message 
<[email protected]>:

> Hey all,
> 
> For background, I'm an experienced programmer with a great deal of 
> experience in game engines and only a decent understanding of basic 
> rendering techniques, however I'm also fairly new to working in
> FlightGear.
> 
> My intent is to implement night vision into FlightGear. It doesn't
> have to be perfect AT ALL, but certainly be close enough to be
> recognizable as an approximation of night vision.

..define "night vision", what it looks like you're trying to do, 
is the passive "military green IR thing", another kind is how 
some FPV guys yank the IR filter to fly at night, which makes 
nearly all light "white", except LED tail lights, some old narrow 
band orange street lamps etc, the IR portion drowns out the red 
band in glow lamps in red tail lights, that we humans see bare 
eyed. 

..maybe one shader for each type of night vision?
Disclaimer: _Some_ of my WAG, actually works. ;o)


> I'm having some difficulty compiling FlightGear and trying to
> navigate the Effects and Shaders interface from FlightGear, but all
> of these issues I can either eventually resolve on my own, or will
> ask separate unrelated questions in the future.  I have a forum post
> at "http://www.flightgear.org/forums/viewtopic.php?f=47&t=11237";
> which goes into further detail, but that's also for another time and
> another place.
> 
> The critical question I have is:  How would I have a shader affect 
> everything?  I've tried to edit every fragment shader that FlightGear 
> offered, but there are still some objects which were unaffected.  The 
> skybox primarily, as well as lights, particles, and some models.  I
> have an example of my currently working shaders, but obviously this
> will all become moot if I cannot affect these missing rendered
> objects:
> 
> http://img718.imageshack.us/img718/170/nightvisionmissing1resi.png
> http://img850.imageshack.us/img850/3083/nightvisionmissing2resi.png
> 
> In the first image, the landing platform directly behind the
> helicopter is an example of one of the models which haven't been
> affected.  In both images, it's very apparent that the skybox is
> still completely dark from night and not affected by the shader
> (which boosts the luminance of lights and textures).  No particles
> are present from this example, but they also do not have any affect
> from the shaders.
> 
> This is all slightly expected, as not every object would normally
> need to be sent through a fragment shader.  However, is there a
> method to force everything through?
> 


-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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