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=== Canvas Effects === | === Canvas Effects === | ||
For the existing noise texture generation, take a look at make3DNoiseImage in scene/material/TextureBuilder.cxx in the simgear tree. This particular texture is filled CPU-side, but if you're more comfortable expressing things in a shader, you/someone could rig up some FBO wiring to quickly render a shader-defined function into a texture.<ref>{{cite web | |||
|url = https://sourceforge.net/p/flightgear/mailman/message/29586157/ | |||
|title = <nowiki> Re: [Flightgear-devel] Functions to textures? </nowiki> | |||
|author = <nowiki> Chris Forbes </nowiki> | |||
|date = Jul 24th, 2012 | |||
|added = Jul 24th, 2012 | |||
|script_version = 0.40 | |||
}}</ref> | |||
These days you aren't limited to 8 bit texture components. There is a rich set of data formats for textures: 32 bit floats, 16 bit floats, exotic combinations of different length floats per RGB component... I don't know if there is a better way to create your texture offline than write C++ code in simgear. OSG will read a TIFF file with 32bits per component as a floating point texture... assuming you can create such a thing.<ref>{{cite web | These days you aren't limited to 8 bit texture components. There is a rich set of data formats for textures: 32 bit floats, 16 bit floats, exotic combinations of different length floats per RGB component... I don't know if there is a better way to create your texture offline than write C++ code in simgear. OSG will read a TIFF file with 32bits per component as a floating point texture... assuming you can create such a thing.<ref>{{cite web | ||
|url = https://sourceforge.net/p/flightgear/mailman/message/29587121/ | |url = https://sourceforge.net/p/flightgear/mailman/message/29587121/ |