Howto:Regional texturing: Difference between revisions

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By the way, do not aim to remove all vector seams - some of them are there in reality, for instance patches of managed forest in central Europe are characterized by very sharply pronounced boundaries, and so are suburban regions. Aim to de-emphasize only those that have no equivalent in reality.
By the way, do not aim to remove all vector seams - some of them are there in reality, for instance patches of managed forest in central Europe are characterized by very sharply pronounced boundaries, and so are suburban regions. Aim to de-emphasize only those that have no equivalent in reality.
=== Assigning effects ===
Currently (as of April 2016), Flightgear supports three different rendering schemes, the classical renderer, [[Project Rembrandt]] and [[Atmospheric light scattering]] (ALS).
While ALS has per default support for procedural texturing, the other two have not and support only a limited range of effects which has to be assigned. For that reason, the focus of most regional texturing has been on creating ALS procedural definitions, but care has to be taken to create visuals which work for the other renderers as well.
In addition, some situations require also in ALS to assign a special effect because the default terrain effect is ill equipped to handle the visuals (water and urban relief mapping are the prime examples, but there's also the procedural rock shader or the agriculture shader).
Technically, effects are assigned inside a material definition with a tag like
<syntaxhighlight lang="xml">
    <effect>Effects/forest</effect>
</syntaxhighlight>
Usually the assignment between ALS-supported effects and effects of the other frameworks is made to be unproblematic:
* assigning an effect like forest of the default rendering framework is ignored by ALS
* assigning ALS supported effects like water or agriculture automatically selects the corresponding classic and Rembrandt effects (water and crop in that case)
* ALS effects usually rely on texture set definitions like
<syntaxhighlight lang="xml">
  <texture-set>
      <texture>Terrain/deciduous-hires.png</texture>
      <texture n="12">Terrain/shrub-hawaii.png</texture>
      <texture n="13">Terrain/shrub-hawaii.png</texture>
    </texture-set>
</syntaxhighlight>
all the higher index numbers (here 12 and 13) are ignored by the classic renderer and Rembrandt and exclusively used by ALS. It should therefore not be a problem to create a materials definitions which work for all renderers without clashes.
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