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

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This is an example Hackathon idea for the Virtual FSWeekend Hackathon 2020.
 
 
 
{{Hackathon Proposal
 
{{Hackathon Proposal
 
|title=WS 3.0 Effects
 
|title=WS 3.0 Effects
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* OSG and Virtual Planet Builder
 
* OSG and Virtual Planet Builder
 
}}
 
}}
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Useful resources:
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* [[Virtual Planet Builder]]
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* [[World Scenery 3.0 roadmap]]
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* How the VPB is rendered in FlightGear:  https://sourceforge.net/p/flightgear/simgear/ci/cbd8e3acc4eab6724b5be32f64eeeb0530e207ed/
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* How trees are created at the moment: 
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** simgear/scene/tgdb/obj.cxx 
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** simgear/scene/tgdb/SGTileGeometryBin.cxx
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** simgear/scene/tgdb/SGTileDetailsCallback.cxx
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* Runtime Airport building
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** flightgear/src/Airports/AirportBuilder.cxx
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** add a line to the STG file - [ICAO].icao

Revision as of 16:00, 13 November 2020


Title: WS 3.0 Effects

Unshader W3.0 near Edinburgh.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: