> Perhaps we could use something similar for the trees? I.e. pass in a > uniform indicating which fraction of the texture sheet on the x-axis > should be color-rotated. The uniform can be taken from a property on > the material definition.
Ah, that's clever - I think that would do just fine. Thanks! > As part of that I think I need to make some changes to the Basic > Weather to populate the appropriate properties. Thorsten - are the > properties documented anywhere? No, not really :-( But I can write a summary for you. > I'm very keen that the atmospheric light scattering and procedural > effects are merged fully into both the "classic" and Rembrandt > renderers, and would absolutely be part of any team effort to make it > happen. I'd really like to get to a position where the Atmospheric > Lighting checkbox in the Rendering dialog can be removed, as the > elements of the atmospheric renderer are simply part of the classic > and Rembrandt rendering schemes. I'm not sure if that is a good idea. Even the 'bare' atmospheric scattering (just atmosphere and light, no terrain shader effects) has a drastic performance impact on older systems as compared to the classic scheme (on my old system, it brought me from ~50 to ~20 fps). So we might want to continue offering a computationally cheap rendering scheme, which the classic is. Then, there are genuine differences in the philosophy of some effects, in which alternatives are now available. Personally I'm not a fan of the classic landmass and slope/inverse slope transition effects - so I introduced something else. This can't easily be 'merged' - either we abandon one set of effects (but then, there are people who like the other set) or we make them available as alternatives - in which case you end up with a different checkbox. Most of the procedural texturing is quite distinct from the atmospheric light scattering part, and it's also easily separable - so implementing the terrain effects in classic or Rembrandt should be fairly easy if that is desired. I guess we need to discuss just what we want to impement: Based on how we do the light, we have 1) Rembrandt (multiple light sources) 2) Atmospheric light scattering (only one light source, but with position/time differential light computations) 3) classic (only one light source computed for the whole scene) 4) a future Rembrandt + atmospheric light scattering (time/position differential light computations for the sun + multiple secondary light sources) Based on how we render terrain we have a) the classic set of effects (slope transition, landmass,...) b) the procedural texturing set of effects (de-tiling, hires overlay, dust/autumn/vegetation..., closeup bumpmapping, grain overlay,...) That gives all in all 8 possible rendering frameworks, out of which currently 1a), 2b) and 3a) exist. I was talking about creating 4b) (or maybe 4a) ) - you seem to have something else in mind (?) > - AI Tanker enhancements to allow users to select from a range of > tanker models. This is particularly relevant for naval probe-equipped > aircraft, where there is a much greater variety of tanker types. Could we also tighten the envelope in which we receive fuel? I did AAr with the F-16 yesterday, and my tanks were basically full by the time I had reached the actual refueling position... I started getting contact ~50 m away from the tanker ?! * Thorsten ------------------------------------------------------------------------------ Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122912 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel