The light animation is now functional. As an example, the airport light pole has been converted, and is visible near the maintenance building at KSFO.
A new option: /sim/rendering/no-16bit-buffer=true is available for GPU that emit 0x8cda at FBO setup. It should produce ugly specular though. Regards, -Fred > The lighting problem has been fixed and the shadows are in since > this morning. Shadow resolution is configurable in the preferences > by changing /sim/rendering/shadows/map-size before starting fgfs. > > I'll try to add a listener to make it settable at run-time. > > Next step will be to add lighting example in the repository. > > Martin: I know you prefer to handle shared model modification > but I would like to commit a quick example : the apt-light model. > So please forgive me :) > > > > The first batch of sources has been pushed to gitorious. These > > commits are intended mainly to check that the classical (forward) > > renderer is not broken and works as usual. They will also permit > > one to challenge his GPU and see how it behaves in front of the > > beast. > > > > In the plan exposed previously (see below), I skipped step 3. > > (define an XML format for a configurable renderer) as it appears > > to be more involved than expected. So what you have is a buggy > > step 5. :) Buggy because for some reason, sun light depends on > > the orientation of the camera. But you should get an image. > > > > The Rembrandt renderer is enabled with the --enable-rembrandt > > option. > > *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to > > convert other shaders. > > > > > > > > > Now that the introduction of Rembrandt "next", provided that the > > > current operation is retained, has been accepted, it is time to > > > outline the plan that I intend to apply: > > > > > > 1. update SimGear with additions made on the effects and > > > animations (done). The changes include the creation of > > > "positioned" uniforms, ie on which applies a MODELVIEW matrix > > > transformation, which serve to indicate the position of light > > > sources in the shaders, and "light" animations (spot and point). > > > > > > 2. modify the Renderer class to separate from the scenegraph, > > > terrain and models on one hand, the skydome and stars on the > > > other, and finally the clouds. These three elements are passed > > > to the CameraGroup class in order to be treated separately in > > > the new rendering engine (and put together in the current one). > > > > > > 3. define an XML format for describing the two possible rendering > > > pipelines (the current and new). The format will introduce > > > optional elements (such as shadows, ambient occlusion, glow). > > > > > > 4. modify the base effects for defining the techniques that apply > > > to one or the other renderers (a request for assistance has already > > > been sent to prepare the work and ensure that existing effects > > > does not apply to new rendering mode). > > > > > > 5. implement in the new rendering engine the basic lighting > > > equation (ambient + diffuse + specular) > > > > > > 6. add the shadows > > > > > > 7. add light management > > > > > > 8. with the help of Thorsten, add atmospheric scattering, haze > > > and the light field > > > > > > 9. add the ancillary effects (ambient occlusion and glow) > > > > > > 10. help migrate models and effects > > > > > > I certainly forgot something. Let the discussion plug the holes ------------------------------------------------------------------------------ This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel