![]() Must do sorting by light volume to select best lights.Lighting is calculated for all pixels for all lights, even if they are unlit.Lighting model depends on the object, can have various different models. ![]() Depending on the shader complexity, maybe 4 lights would be possible With shaders it depends on the available uniforms/varyings.OpenGL fixed pipeline supports 10 lights.Limited amount of lights -> Suits for outdoor scenes with only sun/moon.In this method, the scene is rendered in one pass and shaders/lighting models take all lights into account. Other rendering systems One pass multi lights With heavy shaders this overdraw is slow. This order leads to a significant amount of overdraw, the terrain is drawn over the sky and cockpit is then drawn over the terrain. (***) The cockpit mostly fits the near camera and that's why it's rendered last. (**) Translucent objects should be rendered in the same bin as 3D clouds, but currently, they are rendered after clouds, so they can be seen through the clouds which looks wrong. (*) 2D clouds are rendered differently, the rendering order is from bottom to top and top to bottom, the render bins do not very well match 3D cloud bin leading to artifacts. Translucent objects (Back-to-front) (**).Scenery is rendered in following order (this is from my memory, there might be some errors.) ![]() The near/far camera system is in place because of buffer precision issues, which appear if one wants to render things very near and very far. Near camera has near at around 1cm and the far camera has far at ~12km. The transition is at 100 meters by default (IIRC). Scenery cameras render so that the far camera is rendered first and then the rear camera. The first two are used to render the scenery and the last one is used to render all(?) 2D stuff, like menus. Lighting is applied directly when rendering, and currently, there is support for only one light (the sun).īy default, FlightGear has at least three cameras: Near camera, far camera, and GUI camera. This section describes how the scenery is currently rendered.įlightgear has mostly one pass rendering system, where the whole scenery is rendered in one pass.
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