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

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(Created page with "This is an example Hackathon idea for the Virtual FSWeekend Hackathon 2020. Sponsor: Stuart Interested parties: Currently we have some of the pieces required for WS3.0: - We...")
 
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Sponsor: Stuart
 
Sponsor: Stuart
Interested parties:
 
  
Currently we have some of the pieces required for WS3.0:
+
Interested Parties: <none>
- 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.  The bit that's missing is having the scenery pick up material definitions and therefore Effects and shaders.
+
=Description=
 +
 
 +
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.
 
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.
  
 
Skills needed:
 
Skills needed:
- C++
+
* C++
  
 
Learning Opportunities:
 
Learning Opportunities:
- Materials
+
* Materials
- Effects
+
* Effects
- OSG and Virtual Planet Builder
+
* OSG and Virtual Planet Builder

Revision as of 15:33, 7 October 2020

This is an example Hackathon idea for the Virtual FSWeekend Hackathon 2020.

Sponsor: Stuart

Interested Parties: <none>

Description

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.

Skills needed:

  • C++

Learning Opportunities:

  • Materials
  • Effects
  • OSG and Virtual Planet Builder