Hackathon Proposal: WS3.0 Effects: Difference between revisions
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This is an example Hackathon idea for the Virtual FSWeekend Hackathon 2020. | This is an example Hackathon idea for the Virtual FSWeekend Hackathon 2020. | ||
{{Hackathon Proposal | {{Hackathon Proposal | ||
|title=WS 3.0 Effects | |||
|image = Unshader W3.0 near Edinburgh.jpg | |||
|sponsor=Stuart | |sponsor=Stuart | ||
|supporters=none | |supporters=none |
Revision as of 20:43, 7 October 2020
This is an example Hackathon idea for the Virtual FSWeekend Hackathon 2020.
Title: | WS 3.0 Effects
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Potential mentors: | Stuart |
Intro: | (short intro) |
Interested Parties: | none |
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
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Notes: |
References
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