Traffic Shader: Difference between revisions

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   |date  =  Mar 12th, 2017  
   |date  =  Mar 12th, 2017  
   |added  =  Mar 12th, 2017  
   |added  =  Mar 12th, 2017  
  |script_version = 0.40
  }}</ref>
(the code is pushed but not active) - after some reflection, I'd like to do road lights and cars procedurally rather than by lightmap. The advantages are numerous - car spacing can be varied with a daytime-dependent parameters at no extra cost, car spacings are naturally randomiable (no 1-dim tiling, no repetitive structures,...), cars can be 'stopped' in places for some time, car headlight color can vary easily,... Also lamps effect can be configured by simple parameters. To avoid passing parameters which don't have to be passed, the encoding of road types have to be discussed - potentially the location of the texture lookup space can be used for the purpose if it's reasonably stable.<ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/35703455/
  |title  =  <nowiki> Re: [Flightgear-devel] OSM structures / effects </nowiki>
  |author =  <nowiki> Thorsten Renk </nowiki>
  |date  =  Mar 5th, 2017
  |added  =  Mar 5th, 2017
   |script_version = 0.40  
   |script_version = 0.40  
   }}</ref>
   }}</ref>

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