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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]}) | |||
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. | ||