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No compute shaders required, so Mac should work fine as long as we are | No compute shaders required, so Mac should work fine as long as we are | ||
using at least GL 3.3. :) <ref>https://sourceforge.net/p/flightgear/mailman/message/37260288/</ref> | using at least GL 3.3. :) <ref>https://sourceforge.net/p/flightgear/mailman/message/37260288/</ref> | ||
== Ramifications == | |||
=== Aircraft === | |||
=== Scenery === | |||
For now I plan to only support WS30. I'm not sure how the | |||
materials are going to work for the terrain, but I guess it's too | |||
early for now (both for WS30 and the HDR pipeline!). | |||
The real time environment reflection pass renders the skydome and the | |||
terrain, so I'd be really useful to have some way of setting the WS30 | |||
LOD level from the Compositor/Effects. That way we can use a really | |||
rough terrain that renders very fast. The difference in quality | |||
shouldn't be too noticeable as we are rendering to a small 128x128 | |||
cubemap.<ref>https://sourceforge.net/p/flightgear/mailman/message/37260296/</ref> | |||
== Implementation Details == | == Implementation Details == | ||