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Sponsor: Stuart
 
Sponsor: Stuart
Interested parties:
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Interested Parties: <none>
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=Description=
    
Currently we have some of the pieces required for WS3.0:
 
Currently we have some of the pieces required for WS3.0:
- We can generate the underlying LOD mesh with a texture draped over it.   
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* We can generate the underlying LOD mesh with a texture draped over it.   
- We can dynamically generate airports
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* We can dynamically generate airports
- We can load the scenery in FG.
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* We can load the scenery in FG.
 
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... but the WS3.0 scenery in FG is basically a dark gray blob.  The bit that's missing is having the scenery pick up material definitions and therefore Effects and shaders.
... but the WS3.0 scenery in FG is basically a dark gray.  The bit that's missing is having the scenery pick up material definitions and therefore Effects and shaders.
      
This hackathon idea is to apply material definitions to that scenery and perhaps develop a shader that will use the landclass texture to generate some plausible texturing.
 
This hackathon idea is to apply material definitions to that scenery and perhaps develop a shader that will use the landclass texture to generate some plausible texturing.
    
Skills needed:
 
Skills needed:
- C++
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* C++
    
Learning Opportunities:
 
Learning Opportunities:
- Materials
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* Materials
- Effects
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* Effects
- OSG and Virtual Planet Builder
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* OSG and Virtual Planet Builder

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