Difference between revisions of "Hackathon Proposal: WS3.0 Effects"

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** simgear/scene/tgdb/SGTileGeometryBin.cxx
 
** simgear/scene/tgdb/SGTileGeometryBin.cxx
 
** simgear/scene/tgdb/SGTileDetailsCallback.cxx
 
** simgear/scene/tgdb/SGTileDetailsCallback.cxx
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** simgear/scene/tgdb/VPBTechnique.cxx
 
* Runtime Airport building
 
* Runtime Airport building
 
** flightgear/src/Airports/AirportBuilder.cxx
 
** flightgear/src/Airports/AirportBuilder.cxx
 
** add a line to the STG file - [ICAO].icao
 
** add a line to the STG file - [ICAO].icao

Revision as of 18:35, 13 November 2020


Title: WS 3.0 Effects

Edinburgh rendering using WS3.0.jpg
Sponsors: Stuart
Interested Parties: merspieler
Status: n/a
Summary: n/a
Background: Currently we have some of the pieces required for WS3.0:
  • We can generate the underlying LOD mesh with a texture draped over it.
  • We can dynamically generate airports
  • We can load the scenery in FG.

... but the WS3.0 scenery in FG is basically a dark gray blob. The bit that's missing is having the scenery pick up material definitions and therefore Effects and shaders.

This hackathon idea is to apply material definitions to that scenery and perhaps develop a shader that will use the landclass texture to generate some plausible texturing.

Details: n/a
Required skills: C++
Learning Opportunities: * Materials
  • Effects
  • OSG and Virtual Planet Builder
Notes:
References


Useful resources: