<?xml version="1.0" encoding="utf-8"?> <!-- Note: To be able to see the glossy effect the shininess value for the color of the affected model parts must be somewhere high, at least 100 and preferable 128: https://learnopengl.com/Lighting/Materials Note: Objects without a texture applied will cause a segmentation fault. Parameters: * Boolean to enable or disable the reflection. Civilian aircraft are usually glossy but military aircraft are not. sim/model/civilian * Floating point value to specify the reflection factor. The range is between -1.0 and 0.0 sim/model/livery/shininess * Floating point value to specify the Fresnel factor. The range is between 0.0 and 1.0 sim/model/livery/fresnel These parameters can all be defined within a livery configuration file: <PropertyList> <sim> <model> <civilian type="bool">true</civilian> <livery> <name type="string">Factory Demonstrator</name> <texture>Liveries/factory.png</texture> <shininess type="float">-0.5</shininess> <fresnel type="float">0.7</fresnel> </livery> </model> </sim> </PropertyList> Usage: Add one of the following examples to your model configuration file. * Minimal configuration <effect> <name>Effects/normalmap-reflection</name> <inherits-from>Aircraft/Generic/Effects/Fuselagereflect</inherits-from> <object-name>fuselage</object-name> <object-name>wing</object-name> </effect> * Adding a normal-map: <effect> <name>Effects/normalmap-reflection</name> <inherits-from>Aircraft/Generic/Effects/Fuselagereflect</inherits-from> <object-name>fuselage</object-name> <object-name>wing</object-name> <parameters> <texture n="2"> <image>Aircraft/AircraftName/Models/normalmap.png</image> </texture> </parameters> </effect> Further reading: https://wiki.flightgear.org/ALS_technical_notes --> <PropertyList> <name>Aircraft/Generic/Effects/Fuselagereflect</name> <inherits-from>Effects/model-combined</inherits-from> <parameters> <rain-enabled type="int"> 2 </rain-enabled> <normalmap-enabled type="int"> 1 </normalmap-enabled> <normalmap-dds type="int"> 0 </normalmap-dds> <normalmap-tiling type="float"> 1.0 </normalmap-tiling> <lightmap-enabled type="int"> 0 </lightmap-enabled> <ambient-correction type="float"> 0.1 </ambient-correction> <reflection-enabled type="int"><use>sim/model/civilian</use></reflection-enabled> <reflection-type type="int"> 1 </reflection-type> <reflection-dynamic type="int"> 1 </reflection-dynamic> <reflection-rainbow type="float"> 0.0 </reflection-rainbow> <reflection-noise type="float"> 0.0 </reflection-noise> <reflection-fresnel-factor type="float"> 1.0 </reflection-fresnel-factor> <reflection-correction type="float"><use>sim/model/livery/shininess</use></reflection-correction> <reflection-fresnel type="float"><use>sim/model/livery/fresnel</use></reflection-fresnel> <texture n="2"> <image>Aircraft/Generic/Effects/null_bumpspec.png</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <internal-format>normalized</internal-format> </texture> <texture n= "5" > <type>cubemap</type> <images> <positive-x>Aircraft/Generic/Effects/CubeMaps/buildings/N.png</positive-x> <negative-x>Aircraft/Generic/Effects/CubeMaps/buildings/S.png</negative-x> <positive-y>Aircraft/Generic/Effects/CubeMaps/buildings/W.png</positive-y> <negative-y>Aircraft/Generic/Effects/CubeMaps/buildings/E.png</negative-y> <positive-z>Aircraft/Generic/Effects/CubeMaps/buildings/U.png</positive-z> <negative-z>Aircraft/Generic/Effects/CubeMaps/buildings/D.png</negative-z> </images> </texture> </parameters> <generate> <tangent type="int">6</tangent> <binormal type="int">7</binormal> </generate> <technique n="4"> <pass> <program> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> </pass> </technique> <technique n="7"> <pass> <program> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> </pass> </technique> <technique n="9"> <pass> <program> <attribute> <name>tangent</name> <index>6</index> </attribute> <attribute> <name>binormal</name> <index>7</index> </attribute> </program> </pass> </technique> </PropertyList>