Effects: Difference between revisions

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http://forum.flightgear.org/viewtopic.php?f=18&t=17349&p=164971&hilit=README.effects#p164971
m (http://forum.flightgear.org/viewtopic.php?f=47&t=24226&p=228095&hilit=README.effects#p228134)
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{{Main article|shaders}}
{{Main article|shaders}}
If you are into the really heavy eye-candy, then you'll probably want to look at using FlightGear effects, which are plain XML files, see $FG_ROOT/Docs/README.effects: http://gitorious.org/fg/fgdata/blobs/ma ... ME.effects
And then, the final -and most powerful option- is obviously creating custom GLSL shaders: http://wiki.flightgear.org/Shader
The latter will involve programming obviously, and does require a strong mathematical background though - or at least familiarity with 3D graphics and the necessary maths involved.
We only have a handful of people developing shaders here. While that doesn't involve any C++ programming or rebuilding FG from source, most of the shader developers here are in one way or another either professional software developers and long-term FG contributors with at least a master's degree, or have other degrees in related fields such as mathematics, physics or computer science/software engineering.
A very basic introduction to shader programming is available here: http://wiki.flightgear.org/Howto:Shader ... FlightGear
Numerous pointers on more complex topics are provided here: http://wiki.flightgear.org/GLSL_Shader_ ... _Resources
And we even have our own sub forum for "eye candy developers" here: viewforum.php?f=47


Typically, shaders will be made acccessible through "effects", for that, see $FG_ROOT/Docs/README.effects
Typically, shaders will be made acccessible through "effects", for that, see $FG_ROOT/Docs/README.effects

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