Add generate documentation
This commit is contained in:
parent
e7444434c5
commit
17f9563900
1 changed files with 45 additions and 3 deletions
|
@ -79,7 +79,7 @@ Values are assigned to technique properties in several ways:
|
|||
<uniform>
|
||||
<name>ColorsTex</name>
|
||||
<type>sampler-1d</type>
|
||||
< value type="int">2</value>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
* The name of a property in the parameters section can be
|
||||
referenced using a "use" clause. For example, in the technique
|
||||
|
@ -151,6 +151,7 @@ polygon-mode - children: front, back
|
|||
program
|
||||
vertex-shader
|
||||
fragment-shader
|
||||
attribute
|
||||
|
||||
render-bin - (OSG) children: bin-number, bin-name
|
||||
|
||||
|
@ -209,8 +210,49 @@ those parameters in its "techniques" section. The derived effect
|
|||
overrides any default values that might be in the base effect's
|
||||
parameters section.
|
||||
|
||||
Generate
|
||||
--------
|
||||
|
||||
Often shader effects need tangent vectors to work properly. These
|
||||
tangent vectors, usually called tangent and binormal, are computed
|
||||
on the CPU and given to the shader as vertex attributes. These
|
||||
vectors are computed on demand on the geometry using the effect if
|
||||
the 'generate' clause is present in the effect file. Exemple :
|
||||
|
||||
<generate>
|
||||
<tangent type="int">6</tangent>
|
||||
<binormal type="int">7</binormal>
|
||||
<normal type="int">8</normal>
|
||||
</generate>
|
||||
|
||||
Valid subnodes of 'generate' are 'tangent', 'binormal' or 'normal'.
|
||||
The integer value of these subnode is the index of the attribute
|
||||
that will hold the value of the vec3 vector.
|
||||
|
||||
The generate clause is located under PropertyList in the xml file.
|
||||
|
||||
In order to be available for the vertex shader, these data should
|
||||
be bound to an attribute in the program clause, like this :
|
||||
|
||||
<program>
|
||||
<vertex-shader>my_vertex_shader</vertex-shader>
|
||||
<attribute>
|
||||
<name>my_tangent_attribute</name>
|
||||
<index>6</index>
|
||||
</attribute>
|
||||
<attribute>
|
||||
<name>my_binormal_attribute</name>
|
||||
<index>7</index>
|
||||
</attribute>
|
||||
</program>
|
||||
|
||||
attribute names are whatever the shader use. The index is the one
|
||||
declared in the 'generate' clause. So because generate/tangent has
|
||||
value 6 and my_tangent_attribute has index 6, my_tangent_attribute
|
||||
holds the tangent value for the vertex.
|
||||
|
||||
Default Effects in Terrain Materials and Models
|
||||
---------------------------------------
|
||||
-----------------------------------------------
|
||||
|
||||
Effects for terrain work in this way: for each material type in
|
||||
materials.xml an effect is created that inherits from a single default
|
||||
|
|
Loading…
Reference in a new issue