Hello! :)
I m starting getting an idea on how stellarium code is organized
(although I haven't find everything yet) and I would like to ask you
for some clarifications and advice on how to change some things before
I start doing my first commits:

1 - I would like to create a class that supports the major shader
operations (eg loading, compiling, debugging, running a shader prog,
setting the uniform variables etc) in order to use it wherever there
is a need to use a shader. I thing the best place to put it is in a
file in src/core/ and a good name would be something like
StelShader.hpp/cpp or StelShaderMgr.cpp/hpp. Is this ok or you believe
it is better to put the shader class somewhere else? I also wonder if
there is already such a class but I didn't manage to find it because I
ve seen that OpenGL ES is used in some places... If it exists could
you please tell me where it is? I ve searched for some common OpenGL
functions related to shaders to locate such a file with no big success
:)

2 - I ve seen that there is a directory data/shaders with a .glsl
shader program inside. Do I have to put there all the shaders or this
is for OpenGL ES and I better create a new directory in src or
src/modules/ for example? (If yes could I also name my shaders .vert
and .frag instead of .glsl because it is less comfusing for the
future?)

3- If I understood correctly, the planet attributes are loaded at
using the SolarSystem::loadPlanets(const QString &) function line 699
in file src/core/modules/SolarSystem.cpp from a qstring generated
after parsing the file "ssystem.ini" and doing some process (If I am
wrong please correct me!) In order to add an extra map (eg a
"normal_map" similarly to the already existing attribute "tex_map") I
thought of putting the normal maps in the texture directory, add an
extra parameter [normal_map] to the ssystem.ini for these and then
treat it like a second texture on the Planet class (after adding
multitexturing support). Do you agree with this approach? Maybe I
could just name the normal maps <texture_filename>_nmap.png and load
them only when both the <texture_filename>.png
<texture_filename>_nmap.png exist or do something else you propose
(but the first idea seems more "correct" to me at the moment).

4- Could you please tell me where stellarium textures are taken from
so that I look for normal or height maps? (At the moment I generated
some very very creepy and wrong ones using a gimp plugin but I believe
that it won't be difficult to find height or normal maps of the
supported textures)

That's all for now, sorry for my huge e-mail!! :)
Thank you in advance!
Eleni

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