Howto:Use the normal map effect in aircraft: Difference between revisions

Link to last revision of README.effects
m (mentioning and linking to README.effects in CVS/HEAD)
(Link to last revision of README.effects)
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If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].
If you don't know how a Normal Map works, have a look [http://en.wikipedia.org/wiki/Normal_mapping here].


The latest documentation on the FlightGear Effects system is to be found in [http://cvs.flightgear.org/viewvc/data/Docs/README.effects?revision=1.2&view=markup $FG_ROOT/Docs/README.effects]
The latest documentation on the FlightGear Effects system is to be found in [http://cvs.flightgear.org/viewvc/data/Docs/README.effects?view=markup $FG_ROOT/Docs/README.effects]


==Creating the Normal Map==
==Creating the Normal Map==
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* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.
* The bumpspec.eff Effect uses the alpha (transparency) channel on the normal map to set specularity of the point (e.g. shininess). This can be used to make raised parts shiny.
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects.
* If you find that the effect is too pronounced, try varying the scaling in the normalmap filter. 0.1 seems to work well for "rivet" effects.
* Make shure all the faces of the object that you assign the effect to have a texture assigned to them, otherwise you will cause a crash in the OpenGL layer (below OSG), because the effect's tangent and binormal vectors are computed using object's texture mapping coordinates. If you try to feed an untextured object to the generator, it should abort with a null vector, and then passing this null vector to the driver leads to a segfault.
* Make sure all the faces of the object that you assign the effect to have a texture assigned to them, otherwise you will cause a crash in the OpenGL layer (below OSG), because the effect's tangent and binormal vectors are computed using object's texture mapping coordinates. If you try to feed an untextured object to the generator, it should abort with a null vector, and then passing this null vector to the driver leads to a segfault.


[[fr:Tutoriel: Usage de l'effet de Normal Maps]]
[[fr:Tutoriel: Usage de l'effet de Normal Maps]]
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