Howto:Shader programming in FlightGear: Difference between revisions

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=== Program Flow Simplified ===
=== Program Flow Simplified ===
Preferences/Nasal/XML >> Property Tree >> Effect File >> Shader >> Rendered to Screen
Preferences/[[Nasal]]/XML >> [[Property Tree]] >> Effect File >> Shader >> Rendered to Screen


=== Preferences/Nasal/XML ===
=== Preferences/Nasal/XML ===  
{{Note|need link to Preferences, Nasal and XML Docs here}}
Any combination of Preferences, Nasal or XML manipulates data in the [[Property Tree]].  
Any combination of Preferences, Nasal or XML manipulates data in the property tree.  
In this case the switch to turn on the landing or spot light and a couple other needed data containers are defined in $FG_ROOT/preferences.xml with the following lines.
In this case the switch to turn on the landing or spot light and a couple other needed data containers are defined in $FG_ROOT/preferences.xml with the following lines.
  <als-secondary-lights>
  <als-secondary-lights>
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{{WIP|more to follow}}
{{WIP|more to follow}}
[[Shader Coding - Best Practices|shader]]
[[Shaders|shaders]]
[[Xml|xml]]
[[Nasal|nasal]]
[[Nasal/CppBind|nasal]]
[[Nasal/JavaScript Subset|nasal]]
[[Nasal CDU Framework|nasal]]
[[Nasal Callbacks Explained|nasal]]
[[Nasal Conditionals|nasal]]
[[Nasal Display Matrix Framework|nasal]]
[[Nasal Events|nasal]]
[[Programming Resources|program]]
[[Modeling Resources|model]]


[[Category:Howto|Shader Programming in FlightGear]]
[[Category:Howto|Shader Programming in FlightGear]]
[[Category:Shader development]]
[[Category:Shader development]]
[[Category: Core developer documentation]]
[[Category: Core developer documentation]]
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