Hackathon Proposal: WS3.0 Effects: Difference between revisions
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** simgear/scene/tgdb/SGTileGeometryBin.cxx | ** simgear/scene/tgdb/SGTileGeometryBin.cxx | ||
** simgear/scene/tgdb/SGTileDetailsCallback.cxx | ** simgear/scene/tgdb/SGTileDetailsCallback.cxx | ||
** 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 23:35, 13 November 2020
Title: | WS 3.0 Effects
|
Potential mentors: | Stuart |
Intro: | (short intro) |
Interested Parties: | merspieler |
Status: | n/a |
Summary: | n/a |
Background: | Currently we have some of the pieces required for WS3.0:
... 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 |
Ideas: | |
Required skills: | C++ |
Learning Opportunities: | * Materials
|
Notes: |
References
|
Useful resources:
- Virtual Planet Builder
- World Scenery 3.0 roadmap
- How the VPB is rendered in FlightGear: https://sourceforge.net/p/flightgear/simgear/ci/cbd8e3acc4eab6724b5be32f64eeeb0530e207ed/
- How trees are created at the moment:
- simgear/scene/tgdb/obj.cxx
- simgear/scene/tgdb/SGTileGeometryBin.cxx
- simgear/scene/tgdb/SGTileDetailsCallback.cxx
- simgear/scene/tgdb/VPBTechnique.cxx
- Runtime Airport building
- flightgear/src/Airports/AirportBuilder.cxx
- add a line to the STG file - [ICAO].icao