> 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
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