Reaching for the stars: Difference between revisions

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|1= Note that regardless of recent interest in supporting this, this is a really long-standing idea (just search the archives for "moon" or "mars" to see for yourelf).
|1= Note that regardless of recent interest in supporting this, this is a really long-standing idea (just search the archives for "moon" or "mars" to see for yourelf).


In my opinion it would be a terrific idea to review the corresponding code and see if/what and how things could be adapted to become increasingly configurable - if breakage/backward compatibility should turn out to be problematic, we could introduce a dedicated subsystem - pretty much  based on the approach/features that Thorsten is using in [Earthview#|Earthview]]
In my opinion it would be a terrific idea to review the corresponding code and see if/what and how things could be adapted to become increasingly configurable - if breakage/backward compatibility should turn out to be problematic, we could introduce a dedicated subsystem - pretty much  based on the approach/features that Thorsten is using in [[Earthview#|Earthview]]
The basic idea being to encapsulate a light source, and LOD nodes for different ranges/visibility and texture sheets, in conjunction with effects/shaders that are to be applied.
The basic idea being to encapsulate a light source, and LOD nodes for different ranges/visibility and texture sheets, in conjunction with effects/shaders that are to be applied.
This would be in line with how many other features in FlightGear started out being hard-coded, were then moved to become property-configurable, and finally become fully instantiable/modifiable at run-time (AI traffic, models, Canvas, camera views)
This would be in line with how many other features in FlightGear started out being hard-coded, were then moved to become property-configurable, and finally become fully instantiable/modifiable at run-time (AI traffic, models, Canvas, camera views)

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