Hello! I will be brief.
2011/8/7 Eleni-Maria Stea <[email protected]>: > 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 > :) I think you on right way. You need create {StelShader,StelShaderMgr}.{hpp,cpp} files in src/core. > 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?) Here I especially do not tell, but I think that shaders have to be in some form in folder data. > 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). I don't see anything wrong with adding one more attribute for the planets in ssystem.ini :) > 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) Look at README file ;) In this file describe source for all textures. -- With best regards, Alexander ------------------------------------------------------------------------------ BlackBerry® DevCon Americas, Oct. 18-20, San Francisco, CA The must-attend event for mobile developers. Connect with experts. Get tools for creating Super Apps. See the latest technologies. Sessions, hands-on labs, demos & much more. Register early & save! http://p.sf.net/sfu/rim-blackberry-1 _______________________________________________ Stellarium-pubdevel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
