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In its current form it will just look for <tilename>.dds files and drape them over the tile using 2 modified effects/shaders, and a patched obj.cxx that exposes the corresponding lat/lon tuples to shader space. | In its current form it will just look for <tilename>.dds files and drape them over the tile using 2 modified effects/shaders, and a patched obj.cxx that exposes the corresponding lat/lon tuples to shader space. | ||
=== Canvas | === Canvas Materials === | ||
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 | 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/ | |url = https://sourceforge.net/p/flightgear/mailman/message/29586157/ |