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* support draw-masks for scene graph features (terrain, skydome, models etc): " it'd be benefitial in the long run to let the user choose what part of the scene graph they want to show. This would be useful for deferred rendering schemes, where sometimes you don't need to display the whole scenery to save some precious frames. Canvas makes that easy with all of its property handling" | * support draw-masks for scene graph features (terrain, skydome, models etc): " it'd be benefitial in the long run to let the user choose what part of the scene graph they want to show. This would be useful for deferred rendering schemes, where sometimes you don't need to display the whole scenery to save some precious frames. Canvas makes that easy with all of its property handling" | ||
* work out what is needed for [https://forum.flightgear.org/viewtopic.php?f=71&t=27985&p=264718&hilit=synthetic+terrain#p264718v synthetic terrain views] [http://www.aircraftspruce.eu/catalog/graphics/10-03932s.jpg] | * work out what is needed for [https://forum.flightgear.org/viewtopic.php?f=71&t=27985&p=264718&hilit=synthetic+terrain#p264718v synthetic terrain views] [http://www.aircraftspruce.eu/catalog/graphics/10-03932s.jpg] | ||
* support effects/shaders: This is fairly straightforward to do, just create a EffectsGeode, fill it with a "compiled" .eff, and substitute the standard osg::Geode for it. But I don't think that's going to give us the flexibility we need. A shader won't be able to access several canvases at the same time if we do things that way. | |||
== C++ == | == C++ == | ||