Canvas scenery overlays: Difference between revisions

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== Canvas Integration ==
== Canvas Integration ==
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 of an effect, i.e. a rendering stage/pass.


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]})

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