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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=47&t=11229&p=215303&hilit=README.effects#p215303) |
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In FlightGear, many shaders are used through the so called "effects" framework, to learn more about that, see $FG_ROOT/Docs/README.effects | In FlightGear, many shaders are used through the so called "effects" framework, to learn more about that, see $FG_ROOT/Docs/README.effects | ||
effects can be used, edited and customized even without understanding GLSL - those are just XML files, see README.effects in $FG_ROOT/Docs | |||
GLSL is a different thing obviously. But the syntax is mostly ANSI C - so the main challenge is not knowing the language, but the way GPUs work, and how different types of shaders work in terms of having a dynamic/configurable "pipeline". Even that is not necessarily rocket science - as Thorsten has shown over and over again: shader development is primarily about understanding fairly involved maths and physics, not about the language itself, or even about the run-time environment. | |||
When it comes to shader programming, people with a strong background in maths and physics will find it much easier to make working modifications than people who "just" have a strong programming background. but lacking the math skills | |||
all effects/shaders are optional, it's just that the standard settings assume that shader support is available. | |||
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. | 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. |