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myCanvas.registerMaterial("myAirportMaterial") | myCanvas.registerMaterial("myAirportMaterial") | ||
As long as that material/name is referenced in materials.xml that should work | As long as that material/name is referenced in materials.xml that should work. | ||
It seems, that would be the most straightforward/easiest way to hook up Canvas and effects - i.e. treating a Canvas texture as a material, at which point a cascade of Canvas-based FBOs can be set up in conjunction with effects/shaders for arbitrary post-processing. | |||
For airport stuff, vector drawing capabilities like those available via Canvas (Canvas.Path/ShivaVG) could come in handy - so all that is needed is to "bridge" both worlds: to expose a Canvas to shader space so that you can use it, but also so that an arbitrary Canvas can be draped over terrain. | For airport stuff, vector drawing capabilities like those available via Canvas (Canvas.Path/ShivaVG) could come in handy - so all that is needed is to "bridge" both worlds: to expose a Canvas to shader space so that you can use it, but also so that an arbitrary Canvas can be draped over terrain. |