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|title = <nowiki> Re: PC-9M updates </nowiki> | |title = <nowiki> Re: PC-9M updates </nowiki> | ||
|author = <nowiki> Thorsten </nowiki> | |author = <nowiki> Thorsten </nowiki> | ||
|date = Mar 12th, 2017 | |||
|added = Mar 12th, 2017 | |||
|script_version = 0.40 | |||
}}</ref> | |||
Tim and Curt once talked about this idea - and more recently, James also suggested something along these lines, for a summary of the corresponding effects/Canvas related discussions, see: [[Canvas Development#Effects .2F Shaders]] | |||
However, I think Stuart is the one with the most recent experience touching the materials framework - which would be one of the lowest hanging fruits to mutually integrate the materials and Canvas frameworks so that a Canvas texture can be treated as an input for a material, but also as an output/target buffer - i.e. so that nested effects using chained Canvas FBOs would become possible, which is also touching on psadro_gm's recent work relating to procedural texturing/draping: [[Canvas Scenery Overlays]] | |||
If/when this functionality is added, it would become possible to move most of the Rembrandt related FBO setup logic into xml/fgdata space without sacrificing any performance, while gaining tons of flexibility, also for people wanting to experiment with additional/alternate rendering approaches, such as: | |||
[[Experimental terrain engine]] | |||
[[Building FlightGear with osgEarth Integration]]<ref>{{cite web | |||
|url = https://forum.flightgear.org/viewtopic.php?p=306890#p306890 | |||
|title = <nowiki> Re: PC-9M updates </nowiki> | |||
|author = <nowiki> Hooray </nowiki> | |||
|date = Mar 12th, 2017 | |date = Mar 12th, 2017 | ||
|added = Mar 12th, 2017 | |added = Mar 12th, 2017 | ||