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Red Leader (talk | contribs) m (→CanvasHeightField: Replace recently added FGCquote with one generated by the Instant-Cquotes script. @Hooray, it does work, but make sure that you fully select the YouTube video.) |
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{{FGCquote|1= can you give me an idea on how to use od_gauge to continuously render a camera view to texture? I don't really know much about it but then every says that Project Rembrandt involves continuous rendering to texture.And, is there a way to get terrain as a view? I mean, sorta like changing the color based on terrain. Oh, and I'd also need to place my own texture on the terrain, instead of the materials textures..So, that's not just using od_gauge, for a terrain view, I'd need to actually re-render the whole terrain with some extra stuff...|2= {{cite web | url = http://forum.flightgear.org/viewtopic.php?p=153941#p153941 | title = <nowiki>Re: Jabiru J-170 (DEVELOPMENT)</nowiki> | author = <nowiki>omega95</nowiki> | date = Mar 24th, 2012 }}}} | {{FGCquote|1= can you give me an idea on how to use od_gauge to continuously render a camera view to texture? I don't really know much about it but then every says that Project Rembrandt involves continuous rendering to texture.And, is there a way to get terrain as a view? I mean, sorta like changing the color based on terrain. Oh, and I'd also need to place my own texture on the terrain, instead of the materials textures..So, that's not just using od_gauge, for a terrain view, I'd need to actually re-render the whole terrain with some extra stuff...|2= {{cite web | url = http://forum.flightgear.org/viewtopic.php?p=153941#p153941 | title = <nowiki>Re: Jabiru J-170 (DEVELOPMENT)</nowiki> | author = <nowiki>omega95</nowiki> | date = Mar 24th, 2012 }}}} | ||
{{FGCquote|1= Such a 3D view would be best accomplished by using a scenery child cam, and applying custom effects/shaders to it - but for that, we would need to expose effects/shaders to Canvas::Element.Alternatively, it would also be possible to come up with a custom "heightfield" element using | {{FGCquote | ||
|1= Such a 3D view would be best accomplished by using a scenery child cam, and applying custom effects/shaders to it - but for that, we would need to expose effects/shaders to Canvas::Element. | |||
{{#ev:youtube |pXGUNDYGAM4}} | Alternatively, it would also be possible to come up with a custom "heightfield" element using osg.:HeightField: http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00364.html | ||
{{#ev:youtube|pXGUNDYGAM4|640x385}} | |||
http://osghelp.com/?p=163 | http://osghelp.com/?p=163 | ||
It would be relatively straightforward to turn this into a custom Canvas::Element and even hook it up to the built-in terrain presampler, using a configurable resolution.Anybody familiar with building from source, using git and willing to work through a handful of OSG tutorials should be able to come up with a working "heightfield" element to support such synthetic terrain views.|2= {{cite web | It would be relatively straightforward to turn this into a custom Canvas::Element and even hook it up to the built-in terrain presampler, using a configurable resolution. | ||
Anybody familiar with building from source, using git and willing to work through a handful of OSG tutorials should be able to come up with a working "heightfield" element to support such synthetic terrain views. | |||
|2= {{cite web | |||
| url = http://forum.flightgear.org/viewtopic.php?p=264172#p264172 | |||
| title = <nowiki>Synthetic terrain</nowiki> | |||
| author = <nowiki>Hooray</nowiki> | |||
| date = Nov 12th, 2015 | |||
}} | |||
}} | |||
{{FGCquote|1= Instead of using the terrain sampler, it may be faster to create the mesh directly from the scenegraph in c++ space. we already do this in the LOD callback to place the random trees and buildings. We then have a triangle mesh.|2= {{cite web | url = http://forum.flightgear.org/viewtopic.php?p=264175#p264175 | title = <nowiki>Re: Synthetic terrain</nowiki> | author = <nowiki>psadro_gm</nowiki> | date = Nov 12th, 2015 }}}} | {{FGCquote|1= Instead of using the terrain sampler, it may be faster to create the mesh directly from the scenegraph in c++ space. we already do this in the LOD callback to place the random trees and buildings. We then have a triangle mesh.|2= {{cite web | url = http://forum.flightgear.org/viewtopic.php?p=264175#p264175 | title = <nowiki>Re: Synthetic terrain</nowiki> | author = <nowiki>psadro_gm</nowiki> | date = Nov 12th, 2015 }}}} | ||