Talk:Shader: Difference between revisions

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== Related ==
== Related ==
(should probably become a new page titled [[Howto: Create Shaders]] - along with corresponding tutorials
(should probably become a new page titled [[Howto: Create Shaders]] - along with corresponding tutorials
* http://flightgear.org/forums/viewtopic.php?f=5&t=7179
* {{forum url|t=7179}}
* [http://flightgear.org/forums/viewtopic.php?f=5&t=6960 3d clouds] (02/2010)
* {{forum link|t=6960|text=3d clouds}} (02/2010)
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg26737.html Shader experiments] (02/2010)
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg26737.html Shader experiments] (02/2010)
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg26857.html Shader question] (03/2010)
* [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg26857.html Shader question] (03/2010)

Latest revision as of 11:39, 8 June 2019

Related

(should probably become a new page titled Howto: Create Shaders - along with corresponding tutorials

Also see: Programming_Resources#OpenGL_Shaders

Source code links

I have just added a link to the FGData directory, but where do the C++ code live?

Johan G (Talk | contribs) 15:31, 6 October 2015 (EDT)

Most shaders are added through Effects, so there are not many hard-coded file names - the main exception being Rembrandt, which does have a few hard-coded shaders in the C++ code. But otherwise, shaders are mainly used in conjunction with effects and materials, so that is how they are controlled, which also means that the main shader logic lives in SimGear:
cd $SG_SRC && grep -nr "addShader" *
scene/material/Effect.cxx:959:            program->addShader(sitr->second.get());
scene/material/Effect.cxx:964:                program->addShader(shader.get());

--Hooray (talk) 06:09, 7 October 2015 (EDT)