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|Given how FlightGear has evolved over time, not just regarding effects/shaders, but also complementary efforts like deferred rendering (via rembrandt), we'll probably see cameras (and maybe individual rendering stages) exposed as Canvases, so that there's a well-defined interface for hooking up custom effects/shaders to each stage in the pipeline - Zan's newcamera work demonstrates just how much flexibility can be accomplished this way, basically schemes like Rembrandt could then be entirely maintained in XML/effects and shader (fgdata) space.<br/> | |||
And even the fgviewer code base could be significantly unified by just working in terms of canvases that deal with camera views, which also simplifies serialization for HLA. | |||
|{{cite web |url=http://forum.flightgear.org/viewtopic.php?p=216741#p216741 | |||
|title=<nowiki>Re: create window</nowiki> | |||
|author=<nowiki>Hooray</nowiki> | |||
|date=<nowiki>Sat Aug 16</nowiki> | |||
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|So we would need to extend CanvasElement then to support effects - according to some of your postings, you played with that already a while ago using code from SGMaterialAnimation apparently, as in 2 years ago ? Is that something that we should reuse ?<br/> | |So we would need to extend CanvasElement then to support effects - according to some of your postings, you played with that already a while ago using code from SGMaterialAnimation apparently, as in 2 years ago ? Is that something that we should reuse ?<br/> |