Thorsten > > Okay, I've pushed an experimental version of a grain overlay texture for the > model ubershader to FGData. It affects Atmospheric Light Scattering only, > i.e. will be absent in the default rendering, which should make for easy > comparison. > > For lack of texture units, I had to take the rainbow coloring of reflections out > for the moment (again, only in the Atmosperic Light Scattering version). I > can't visually spot a difference, and in any case a 2d texture lookup call seems > an overkill for a simple 1d color table, so I plan to replace that by a function > eventually. As far as I can see and test, this shouldn't take any framerate > unless used. > > The grain overlay is configured pretty much like any other model effect in the > ubershader - a model specific effect file needs to set the flags, which are > > * grain-texture-enabled: does what you think it does, needs to be 1 to work > * grain-magnification : the texture magnification relative to the base texture > - I think values between 10 and 100 would work here > > The grain texture itself needs to be declared as n=14. The grain texture > should be largely transparent and seamless - I think unlike for the terrain > tiling artefacts are not an issue for artificial patterns, they actually occur. > > For a quick check, inserting the following xml code into Aircraft/Citation- > Bravo/Models/Effects/reflect.eff > > <texture n="14"> > <image>Textures.high/Terrain/grain_texture.png</image> > <filter>linear-mipmap-linear</filter> > <wrap-s>repeat</wrap-s> > <wrap-t>repeat</wrap-t> > <internal-format>normalized</internal-format> > </texture> > <grain-texture-enabled>1</grain-texture-enabled> > <grain-magnification>50</grain-magnification> > > gives me this effect for the hull of the Bravo which is now re-painted using > the terrain grain texture at high resolution > > > http://users.jyu.fi/~trenk/pics/overlay.jpg > > Looks a bit like a military version... > > So, please play with it - it's basically down to how well the grain overlay can > be made. >
Removing the rainbow effect spoils the highly polished aluminium effect on the b29 and the Lightning F1. It is also incompatible with AO effects. Will this all work with non-nVidia cards/drivers? The grain effect you proposed did not gain much if any support from developers. Do we need to go down this road? We are breaking more and more for minimal gains. Did we ever restore the wake effect on the Carrier with Atmospheric Light Scattering? I think something like the grain effect can already be achieved with the nmap tiling facility in the existing ubershader. Vivian ------------------------------------------------------------------------------ Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis & visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel