1
0
Fork 0

New effect: Effects/model-combined-transparent

Switch c172p and concorde glass effects to the new effect.
Docs/model-combined.eff/: Updated transparent effect template.

From now on Effects/model-combined should not be inherited from directly.
Use either Effects/model-combined-deferred
or Effects/model-combined-transparent

Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
Emilian Huminiuc 2012-09-09 22:23:35 +03:00
parent cebf6f4d9c
commit 2c058f9c1f
4 changed files with 117 additions and 4 deletions

View file

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Aircraft/c172p/Models/Effects/glass</name>
<inherits-from>Effects/model-combined</inherits-from>
<inherits-from>Effects/model-combined-transparent</inherits-from>
<parameters>
<normalmap-enabled type="int">0</normalmap-enabled>
<lightmap-enabled type="int">0</lightmap-enabled>

View file

@ -14,7 +14,7 @@ To use this on your aircraft model, you are advised to create a local effect tha
2. for automatic Rembrandt support on transparent objects (glass) use this:
<name>my-aircraft-glass-effect</name>
<inherits-from>Effects/model-combined</inherits-from>
<inherits-from>Effects/model-combined-transparent</inherits-from>
The only modeller-adjustable settings are those found in the parameters section and listed here. There are other entries in the parameters section, but those are for internal use only, please don't mess with them.

View file

@ -7,8 +7,8 @@ Remove unnedeed settings.
WARNING: do not remove the Transparency include at the end-->
<PropertyList>
<name><!--my/effect/name--></name>
<inherits-from>Effects/model-combined</inherits-from>
<name><!--my/effect/name--></name>
<inherits-from>Effects/model-combined-transparent</inherits-from>
<parameters>
<!-- Normal Map -->
<normalmap-enabled type="int"> 0 </normalmap-enabled>

View file

@ -0,0 +1,113 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Stub effect file for transparent Rembrandt ported model-combined,
to provide glass/transparent surfaces with the ubershader active,
and fallback to plain transparency when the model shader is disabled.
-->
<PropertyList>
<name>Effects/model-combined-transparent</name>
<inherits-from>Effects/model-combined</inherits-from>
<technique n="7">
<predicate>
<and>
<equal>
<property>/sim/rendering/shaders/model</property>
<value type="int">0</value>
</equal>
<property>/sim/rendering/rembrandt/enabled</property>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<depth>
<write-mask type="bool">false</write-mask>
</depth>
<material>
<active>
<use>material/active</use>
</active>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>
<use>material/color-mode</use>
</color-mode>
</material>
<blend>
<active>
<use>blend/active</use>
</active>
<source>
<use>blend/source</use>
</source>
<destination>
<use>blend/destination</use>
</destination>
</blend>
<shade-model>
<use>shade-model</use>
</shade-model>
<cull-face>
<use>cull-face</use>
</cull-face>
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<active>
<use>texture[0]/active</use>
</active>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<!--
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
-->
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<!-- A two-sided lighting model is set by default near the root
of the scene graph. Perhaps that ought to be set in this
effect?
-->
</pass>
</technique>
</PropertyList>