Effects: Difference between revisions

Jump to navigation Jump to search
894 bytes added ,  3 October 2015
m
http://forum.flightgear.org/viewtopic.php?f=47&t=23249&p=212472&hilit=README.effects#p212472
m (http://forum.flightgear.org/viewtopic.php?f=6&t=27197&p=254833&hilit=README.effects#p254843)
m (http://forum.flightgear.org/viewtopic.php?f=47&t=23249&p=212472&hilit=README.effects#p212472)
Line 2: Line 2:


{{Main article|shaders}}
{{Main article|shaders}}
In FlightGear, many shaders are used through the so called "effects" framework, to learn more about that, see $FG_ROOT/Docs/README.effects
While you can certainly change a few numbers here and there to see how that affects the final outcome, you'll find that understanding the underlying maths will be very helpful - for that, see the links that Thorsten posted, or those that you can find inside those shader files.
so called "shaders" that will be normally run by your GPU: http://en.wikipedia.org/wiki/OpenGL_Shading_Language
To give you some background on shaders in FlightGear, please see: http://wiki.flightgear.org/Shaders
These are plain text files that are compiled by your GPU's driver, transparently in the background.
To understand a few basics such as the differences between FRAGMENT and VERTEX shaders, see http://wiki.flightgear.org/Howto:Shader_Programming_in_FlightGear


the mechanism for such "post-processing" are so called "effects" (see $FG_ROOT/Docs/README.effects) and shaders: http://wiki.flightgear.org/Shader
the mechanism for such "post-processing" are so called "effects" (see $FG_ROOT/Docs/README.effects) and shaders: http://wiki.flightgear.org/Shader

Navigation menu