20,741
edits
Line 7: | Line 7: | ||
{{Note|This assumes that you're using the ogel aircraft and that the face texture can be looked up using the name '''Head'''. | {{Note|This assumes that you're using the ogel aircraft and that the face texture can be looked up using the name '''Head'''. | ||
The map shown here is just an example, this could obviously be anything, including raster/svg images, custom OpenVG/ShivaVG paths, osgText etc. | The map shown here is just an example, this could obviously be anything, including raster/svg images, custom OpenVG/ShivaVG paths, osgText etc. | ||
To implement a dirt texture, you'd want to use the corresponding texture ID and then overlay a static dirt texture using some kind of random scheme, e.g. by adding texture maps/sub regions to the exhaust area. See [[Canvas Image]] for details. }} | To implement a dirt texture, you'd want to use the corresponding texture ID and then overlay a static dirt texture using some kind of random scheme, e.g. by adding texture maps/sub regions to the exhaust area. See [[Canvas Image]] for details. | ||
In its current form, this will simply apply the texture mapping used in the 3D mode "as is". In other words, all texture-mapped faces should be accessible from Nasal/Canvas and can be modified/animated. | |||
In comparison to a pure shader-based approach this is likely to have a little more overhead, while not requiring effects/shaders (but RTT/FBOs due to Canvas) - also, this approach is agnostic to the underlying rendering pipeline, i.e. should also work for Rembrandt aircraft, without having to be customized. }} | |||
<syntaxhighlight lang="nasal"> | <syntaxhighlight lang="nasal"> |