Shader: Difference between revisions

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{| cellpadding="4" cellspacing="0" align="right" style="clear:right;"  
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| align="left" style="background:#fafafa; border-left:1px solid #CCCCCC; border-right:1px solid #CCCCCC; border-top:1px solid #CCCCCC;" width="150px" | [[Image:SnowAtAltitude1.jpg|200px|Image:SnowAtAltitude1.jpg]]
| align="left" style="background:#fafafa; border-left:1px solid #CCCCCC; border-right:1px solid #CCCCCC; border-top:1px solid #CCCCCC;" width="150px" | [[File:SnowAtAltitude1.jpg|200px|Image:SnowAtAltitude1.jpg]]
| align="left" style="background:#fafafa; border-right:1px solid #CCCCCC; border-top:1px solid #CCCCCC;" width="150px" border-top:1px solid #CCCCCC;| [[Image:SnowAtAltitude2.jpg|200px|Image:SnowAtAltitude2.jpg]]
| align="left" style="background:#fafafa; border-right:1px solid #CCCCCC; border-top:1px solid #CCCCCC;" width="150px" border-top:1px solid #CCCCCC;| [[File:SnowAtAltitude2.jpg|200px|Image:SnowAtAltitude2.jpg]]
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{| cellpadding="4" cellspacing="0" align="right" style="clear:right;"  
{| cellpadding="4" cellspacing="0" align="right" style="clear:right;"  
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| align="left" style="background:#fafafa; border-left:1px solid #CCCCCC; border-right:1px solid #CCCCCC; border-top:1px solid #CCCCCC;" width="150px" | [[Image:WaterReflections1.jpg|200px|Image:SnowAtAltitude1.jpg]]
| align="left" style="background:#fafafa; border-left:1px solid #CCCCCC; border-right:1px solid #CCCCCC; border-top:1px solid #CCCCCC;" width="150px" | [[File:WaterReflections1.jpg|200px|Image:SnowAtAltitude1.jpg]]
| align="left" style="background:#fafafa; border-right:1px solid #CCCCCC; border-top:1px solid #CCCCCC;" width="150px" border-top:1px solid #CCCCCC;| [[Image:WaterReflections2.jpg|200px|Image:SnowAtAltitude2.jpg]]
| align="left" style="background:#fafafa; border-right:1px solid #CCCCCC; border-top:1px solid #CCCCCC;" width="150px" border-top:1px solid #CCCCCC;| [[File:WaterReflections2.jpg|200px|Image:SnowAtAltitude2.jpg]]
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A '''shader''' is a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware, like water reflections and shadows.
A '''shader''' is a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware, like water reflections and shadows.


==Shaders in FlightGear==
== Shaders in FlightGear ==
Currently some new shaders are available in [[GIT]], including (sun on) water reflections, snow at altitude, the urban shader, the landmass shader, and the crop texture shader. The random trees in the scenery are alse generated making use of shaders. These are all classified as material shaders.
Currently some new shaders are available in [[GIT]], including (sun on) water reflections, snow at altitude, the urban shader, the landmass shader, and the crop texture shader. The random trees in the scenery are alse generated making use of shaders. These are all classified as material shaders.


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* [[Howto: Lightmap|Lightmap]]
* [[Howto: Lightmap|Lightmap]]


==Related content==
== Related content ==
* [[Howto: Shader Programming in FlightGear|Shader Programming in FlightGear]]
* [[Howto: Shader Programming in FlightGear|Shader Programming in FlightGear]]

Revision as of 19:12, 8 March 2011

Image:SnowAtAltitude1.jpg Image:SnowAtAltitude2.jpg

Scenery around LFLJ with the snow effect disabled (left) and enabled (right).

Image:SnowAtAltitude1.jpg Image:SnowAtAltitude2.jpg

Scenery around TNCM with water reflections disabled (left) and enabled (right).

A shader is a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware, like water reflections and shadows.

Shaders in FlightGear

Currently some new shaders are available in GIT, including (sun on) water reflections, snow at altitude, the urban shader, the landmass shader, and the crop texture shader. The random trees in the scenery are alse generated making use of shaders. These are all classified as material shaders.

With the switch from PLIB to OSG, as of version 1.9, FlightGear lost its shadows.

The shaders can be en-/disabled through the View > Rendering Options dialog.

Related content