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 | ||
* | * {{forum url|t=7179}} | ||
* | * {{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
- https://forum.flightgear.org/viewtopic.php?t=7179
- 3d clouds (02/2010)
- Shader experiments (02/2010)
- Shader question (03/2010)
- Shader switches (03/2010)
- http://cvs.flightgear.org/viewvc/data/Docs/README.effects?revision=1.2&view=markup
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());