Add generate documentation
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@ -79,14 +79,14 @@ Values are assigned to technique properties in several ways:
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<uniform>
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<uniform>
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<name>ColorsTex</name>
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<name>ColorsTex</name>
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<type>sampler-1d</type>
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<type>sampler-1d</type>
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< value type="int">2</value>
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<value type="int">2</value>
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</uniform>
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</uniform>
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* The name of a property in the parameters section can be
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* The name of a property in the parameters section can be
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referenced using a "use" clause. For example, in the technique
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referenced using a "use" clause. For example, in the technique
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section:
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section:
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<material>
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<material>
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<ambient><use>material/ambient</use></ambient>
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<ambient><use>material/ambient</use></ambient>
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</material>
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</material>
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Then, in the parameters section of the effect:
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Then, in the parameters section of the effect:
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<parameters>
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<parameters>
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<material>
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<material>
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@ -151,6 +151,7 @@ polygon-mode - children: front, back
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program
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program
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vertex-shader
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vertex-shader
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fragment-shader
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fragment-shader
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attribute
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render-bin - (OSG) children: bin-number, bin-name
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render-bin - (OSG) children: bin-number, bin-name
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@ -209,8 +210,49 @@ those parameters in its "techniques" section. The derived effect
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overrides any default values that might be in the base effect's
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overrides any default values that might be in the base effect's
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parameters section.
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parameters section.
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Generate
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--------
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Often shader effects need tangent vectors to work properly. These
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tangent vectors, usually called tangent and binormal, are computed
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on the CPU and given to the shader as vertex attributes. These
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vectors are computed on demand on the geometry using the effect if
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the 'generate' clause is present in the effect file. Exemple :
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<generate>
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<tangent type="int">6</tangent>
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<binormal type="int">7</binormal>
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<normal type="int">8</normal>
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</generate>
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Valid subnodes of 'generate' are 'tangent', 'binormal' or 'normal'.
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The integer value of these subnode is the index of the attribute
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that will hold the value of the vec3 vector.
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The generate clause is located under PropertyList in the xml file.
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In order to be available for the vertex shader, these data should
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be bound to an attribute in the program clause, like this :
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<program>
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<vertex-shader>my_vertex_shader</vertex-shader>
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<attribute>
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<name>my_tangent_attribute</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>my_binormal_attribute</name>
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<index>7</index>
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</attribute>
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</program>
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attribute names are whatever the shader use. The index is the one
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declared in the 'generate' clause. So because generate/tangent has
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value 6 and my_tangent_attribute has index 6, my_tangent_attribute
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holds the tangent value for the vertex.
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Default Effects in Terrain Materials and Models
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Default Effects in Terrain Materials and Models
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---------------------------------------
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-----------------------------------------------
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Effects for terrain work in this way: for each material type in
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Effects for terrain work in this way: for each material type in
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materials.xml an effect is created that inherits from a single default
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materials.xml an effect is created that inherits from a single default
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