Reaching for the stars: Difference between revisions

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== Prototyping ==
== Prototyping ==
{{FGCquote
|1= given that there is so much interest in spacefllight recently, it would be cool to work out what else may end up being useful sooner or later if exposed at the property tree level, i.e. to support earthview-like approaches, without having to re-implement/work around rendering logic that already resides elsewhere - even if that just means making things better configurable (or entirely optional using dedicated draw masks), while providing for a seamless transition between the corresponding approaches
|2= {{cite web
  | url    = http://forum.flightgear.org/viewtopic.php?p=269035#p269035
  | title  = <nowiki>Re: Implementing moonlight (or not)</nowiki>
  | author = <nowiki>Hooray</nowiki>
  | date  = Dec 17th, 2015
  | added  = Dec 17th, 2015
  | script_version = 0.23
  }}
}}
{{FGCquote
{{FGCquote
|1= Note that regardless of recent interest in supporting this, this is a really long-standing idea (just search the archives for "moon" or "mars" to see for yourelf).
|1= Note that regardless of recent interest in supporting this, this is a really long-standing idea (just search the archives for "moon" or "mars" to see for yourelf).

Revision as of 20:50, 12 January 2016

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Background

Cquote1.png The code I'm looking at is a few of the key parts of what needs to be adapted for landing on the moon! The ephemeris code, the lighting code, and the osg scene set up in the FG renderer. I was thinking of exactly what needs to be done for a moon landing (or orbit) as I was looking at all of this.
— bugman (Dec 17th, 2015). Re: Implementing moonlight (or not).
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Prototyping

Cquote1.png given that there is so much interest in spacefllight recently, it would be cool to work out what else may end up being useful sooner or later if exposed at the property tree level, i.e. to support earthview-like approaches, without having to re-implement/work around rendering logic that already resides elsewhere - even if that just means making things better configurable (or entirely optional using dedicated draw masks), while providing for a seamless transition between the corresponding approaches
— Hooray (Dec 17th, 2015). Re: Implementing moonlight (or not).
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Cquote2.png
Cquote1.png Earthview]]

The basic idea being to encapsulate a light source, and LOD nodes for different ranges/visibility and texture sheets, in conjunction with effects/shaders that are to be applied. This would be in line with how many other features in FlightGear started out being hard-coded, were then moved to become property-configurable, and finally become fully instantiable/modifiable at run-time (AI traffic, models, Canvas, camera views)


— Hooray (Dec 17th, 2015). Re: Implementing moonlight (or not).
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Cquote2.png