Canvas scenery overlays: Difference between revisions

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it does make sense to delegate as much power, and flexibility, to fgdata space (effects, shaders) as possible - the Canvas system would just seem like one of the most obvious candidates to be extended to support geo-referenced placements and let its textures to be used in conjunction with various effects and shaders, as both, the input buffer but also the output buffer.
it does make sense to delegate as much power, and flexibility, to fgdata space (effects, shaders) as possible - the Canvas system would just seem like one of the most obvious candidates to be extended to support geo-referenced placements and let its textures to be used in conjunction with various effects and shaders, as both, the input buffer but also the output buffer.


a "Canvas" is just a fancy word for an OSG FBO/RTT context with a bunch of quads rendered into the texture, that is then placed somewhere in the scene - so compared to the screenshots, it's a dynamic texture rather than a static one. The main difference would be that you could do something like myCanvas.myText.setText("Blurry") to affect the texture, and call myCanvas.addPlacement({[lat0,lon0], [lat1,lon1]})
a "Canvas" is just a fancy word for an OSG FBO/RTT context with a bunch of quads rendered into the texture, that is then placed somewhere in the scene - so compared to the screenshots, it's a dynamic texture rather than a static one. The main difference would be that you could do something like myCanvas.myText.setText("Blurry") to affect the texture, and call myCanvas.addPlacement({[lat0,lon0], [lat1,lon1]})


Basically a Canvas is just a FBO/RTT after all, and we do have the notion of arbitrary "placements" - thus, coming up with a new mode for geographic placements would not be very much work given the code/patches we have already.
Basically a Canvas is just a FBO/RTT after all, and we do have the notion of arbitrary "placements" - thus, coming up with a new mode for geographic placements would not be very much work given the code/patches we have already.

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