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Several aircraft developers have manifested their interest in being able to render scene views to a texture (RTT) {{Wikipedia|Render target}} and use it inside cockpits as mirrors, external cameras (so called tail cams) and other uses. | Several aircraft developers have manifested their interest in being able to render scene views to a texture (RTT) {{Wikipedia|Render target}} and use it inside cockpits as mirrors, external cameras (so called tail cams) and other uses. | ||
With the [[Compositor]] framework it's possible to configure custom render pipelines in XML space, which together with Effect schemes allow complete control over how a rendered scene looks. A synthetic terrain can be rendered by assigning an Effect scheme to a <tt>scene</tt> type pass, which textures all terrain with a brown checkerboard pattern and paints the sky in a solid blue color. All other objects are ignored and aren't rendered, saving a lot of computation time. Custom render distances independent from the main LOD settings can also be used to further optimize the performance of the display. | |||
== Use Cases == | == Use Cases == | ||
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* Dynamic in-sim view configuration | * Dynamic in-sim view configuration | ||
* On demand creation of views and windows (e.g. [[FGCamera]] previews) | * On demand creation of views and windows (e.g. [[FGCamera]] previews) | ||
* | * Missile/payload views | ||
* Prototyping/testing HUDs or PFDs requiring synthetic terrain to work properly (will require support for effects/shaders) | * Prototyping/testing HUDs or PFDs requiring synthetic terrain to work properly (will require support for effects/shaders) | ||
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