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{{Note|This assumes that you're using the ogel aircraft and that the face texture can be looked up using the name '''Head'''.
 
{{Note|This assumes that you're using the ogel aircraft and that the face texture can be looked up using the name '''Head'''.
 
The map shown here is just an example, this could obviously be anything, including raster/svg images, custom OpenVG/ShivaVG paths, osgText etc.
 
The map shown here is just an example, this could obviously be anything, including raster/svg images, custom OpenVG/ShivaVG paths, osgText etc.
To implement a dirt texture, you'd want to use the corresponding texture ID and then overlay a static dirt texture using some kind of random scheme, e.g. by adding texture maps/sub regions to the exhaust area. See [[Canvas Image]] for details.  }}
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To implement a dirt texture, you'd want to use the corresponding texture ID and then overlay a static dirt texture using some kind of random scheme, e.g. by adding texture maps/sub regions to the exhaust area. See [[Canvas Image]] for details.
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In its current form, this will simply apply the texture mapping used in the 3D mode "as is". In other words, all texture-mapped faces should be accessible from Nasal/Canvas and can be modified/animated.
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In comparison to a pure shader-based approach this is likely to have a little more overhead, while not requiring effects/shaders (but RTT/FBOs due to Canvas) - also, this approach is agnostic to the underlying rendering pipeline, i.e. should also work for Rembrandt aircraft, without having to be customized.  }}
    
<syntaxhighlight lang="nasal">
 
<syntaxhighlight lang="nasal">

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