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Merge branch 'master' of gitorious.org:fg/fgdata

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BARANGER Emmanuel 2014-02-28 01:07:25 +01:00
commit 7f1cf271a0
2 changed files with 104 additions and 94 deletions

View file

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/surface-lights</name>
<parameters>
<name>Effects/surface-lights</name>
<parameters>
<!-- min-size, max-size, size, attenuation, cull-face parameters filled in by C++ code -->
<texture n="0">
<type>light-sprite</type>
@ -12,9 +12,9 @@
<avisibility><use>/environment/visibility-m</use></avisibility>
<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
</parameters>
</parameters>
<technique n="10">
<technique n="10">
<!-- ALS -->
<predicate>
<and>
@ -28,7 +28,7 @@
<and>
<extension-supported>GL_ARB_point_sprite</extension-supported>
<extension-supported>GL_ARB_point_parameters</extension-supported>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<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>
@ -36,22 +36,22 @@
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</polygon-mode>
@ -73,8 +73,8 @@
<fragment-shader>Shaders/surface-light-lightfield.frag</fragment-shader>
</program>
<uniform>
<name>size</name>
<type>float</type>
<name>size</name>
<type>float</type>
<value><use>size</use></value>
</uniform>
<uniform>
@ -102,12 +102,11 @@
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<vertex-program-point-size>true</vertex-program-point-size>
</pass>
<vertex-program-point-size>true</vertex-program-point-size>
</pass>
</technique>
<technique n="17">
<technique n="17">
<!-- Combined technique -->
<predicate>
<and>
@ -124,22 +123,25 @@
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</polygon-mode>
@ -156,11 +158,10 @@
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
</pass>
</pass>
</technique>
<technique n="18">
<technique n="18">
<!-- Sprite technique -->
<predicate>
<and>
@ -174,18 +175,21 @@
</or>
</and>
</predicate>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</polygon-mode>
@ -196,10 +200,10 @@
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
</texture-unit>
</pass>
</pass>
</technique>
<technique n="19">
<technique n="19">
<!-- Attenuation technique -->
<predicate>
<and>
@ -212,47 +216,53 @@
</or>
</and>
</predicate>
<pass>
<pass>
<point>
<min-size><use>min-size</use></min-size>
<max-size><use>max-size</use></max-size>
<size><use>size</use></size>
<attenuation><use>attenuation</use></attenuation>
</point>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<lighting>false</lighting>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<lighting>false</lighting>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</polygon-mode>
</pass>
</technique>
</pass>
</technique>
<technique n="20">
<technique n="20">
<!-- Basic technique -->
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<pass>
<render-bin>
<bin-number>8</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<lighting>false</lighting>
<depth>
<write-mask>false</write-mask>
</depth>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<cull-face><use>directional</use></cull-face>
<polygon-mode>
<front>point</front>
<back>point</back>
</polygon-mode>
</pass>
</technique>
</pass>
</technique>
</PropertyList>

View file

@ -25,15 +25,15 @@
<init>inicializando</init> <!-- English: "initializing" -->
<loading-aircraft-list>carregando lista de aeronaves</loading-aircraft-list> <!-- English: "loading aircraft list" -->
<loading-aircraft>carregando aeronaves</loading-aircraft> <!-- English: "loading aircraft" -->
<loading-nav-dat>carregando dados de navagação</loading-nav-dat> <!-- English: "loading navigation data" -->
<init-scenery>inicializando cenários</init-scenery> <!-- English: "initializing scenery" -->
<loading-nav-dat>carregando dados de navegacao</loading-nav-dat> <!-- English: "loading navigation data" -->
<init-scenery>inicializando cenarios</init-scenery> <!-- English: "initializing scenery" -->
<creating-subsystems>criando subsistemas</creating-subsystems> <!-- English: "creating subsystems" -->
<init-subsystems>inicializando subsistemas</init-subsystems> <!-- English: "initializing subsystems" -->
<binding-subsystems>ligando subsistemas</binding-subsystems> <!-- English: "binding subsystems" -->
<finishing-subsystems>finalizando subsistemas</finishing-subsystems> <!-- English: "finalizing subsystems" -->
<init-graphics>inicializando o motor gráfico</init-graphics> <!-- English: "initializing graphics engine" -->
<loading-scenery>carregando cenários</loading-scenery> <!-- English: "loading scenery" -->
<finalize-position>finalizando posição</finalize-position> <!-- English: "finalizing position" -->
<init-graphics>inicializando o motor grafico</init-graphics> <!-- English: "initializing graphics engine" -->
<loading-scenery>carregando cenarios</loading-scenery> <!-- English: "loading scenery" -->
<finalize-position>finalizando posicao</finalize-position> <!-- English: "finalizing position" -->
</splash>
</PropertyList>