Canvas scenery overlays: Difference between revisions

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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/
  |title  =  <nowiki> Re: [Flightgear-devel] Functions to textures? </nowiki>
  |author =  <nowiki> Tim Moore </nowiki>
  |date  =  Jul 25th, 2012
  |added  =  Jul 25th, 2012
  |script_version = 0.40
  }}</ref>
It would be nice if the Effects framework had a way to load arbitrary textures and make them available to effects.<ref>{{cite web
   |url    =  https://sourceforge.net/p/flightgear/mailman/message/29587121/  
   |url    =  https://sourceforge.net/p/flightgear/mailman/message/29587121/  
   |title  =  <nowiki> Re: [Flightgear-devel] Functions to textures? </nowiki>  
   |title  =  <nowiki> Re: [Flightgear-devel] Functions to textures? </nowiki>  

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