Howto:Regional texturing: Difference between revisions

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=== Assigning effects ===
=== Assigning effects ===
An effect is an instruction for the graphics card how a part of the mesh is to be drawn on screen. Everything on screen has an effect assigned, but to achieve e.g. the sun reflection on water or the relief mapping of urban terrain, a special effect has to be assigned explicitly.


Currently (as of April 2016), Flightgear supports three different rendering schemes, the classical renderer, [[Project Rembrandt]] and [[Atmospheric light scattering]] (ALS).  
Currently (as of April 2016), Flightgear supports three different rendering schemes, the classical renderer, [[Project Rembrandt]] and [[Atmospheric light scattering]] (ALS).  
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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.
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.
There are some special landclasses, for instance the runway, the taxiways and the airport keep. They have dedicated effects assigned to them which (among other things) render them in especially high resolution since these are terrain parts one usually sees from close-up. Like everything else, they can be regionalized, but <i>do not mix their effects with the standard terrain effects!</i> It may seem tempting to use the airport keep effect also for other grass surfaces, or to render the airport keep as a normal landclass, but this will have unexpected side effects as soon as the terrain is drawn e.g. snowy or wet.
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