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Merge branch 'master' of D:\Git_New\fgdata

This commit is contained in:
Vivian Meazza 2012-09-10 00:10:53 +01:00
commit 475cd381e4
4 changed files with 117 additions and 4 deletions

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@ -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>

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@ -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.

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@ -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>

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@ -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>