CVS: source/docs-mini README.effects,1.4,1.5
Frederic Bouvier <[email protected]> Sat, 10 Apr 2010 09:19:11 -0500
| Newsgroups | gmane.games.flightgear.cvc |
|---|---|
| Message-ID | <[email protected]> |
Update of /var/cvs/FlightGear-0.9/source/docs-mini In directory baron.flightgear.org:/tmp/cvs-serv18170/docs-mini Modified Files: README.effects Log Message: Synchronize doc Index: README.effects =================================================================== RCS file: /var/cvs/FlightGear-0.9/source/docs-mini/README.effects,v retrieving revision 1.4 retrieving revision 1.5 diff -u -r1.4 -r1.5 --- README.effects 29 Mar 2010 07:33:46 -0000 1.4 +++ README.effects 10 Apr 2010 14:17:30 -0000 1.5 @@ -35,6 +35,7 @@ glversion - returns the version number of OpenGL extension-supported - returns true if an OpenGL extension is supported property - returns the boolean value of a property +float-property - returns the float value of a property, useful inside equal, less or less-equal nodes shader-language - returns the version of GLSL supported, or 0 if there is none. The proper way to test whether to enable a shader-based technique is: @@ -48,6 +49,23 @@ </and> </predicate> +There is also a property set by the user to indicate what is the level +of quality desired. This level of quality can be checked in the predicate +like this : + <predicate> + <and> + <property>/sim/rendering/shader-effects</property> + <less-equal> + <value type="float">2.0</value> + <float-property>/sim/rendering/quality-level</float-property> + </less-equal> + <!-- other predicate conditions --> + </and> + </predicate> + +The range of /sim/rendering/quality-level is [0..5] + * 2.0 is the threshold for relief mapping effects, + * 4.0 is the threshold for geometry shader usage. A technique can consist of several passes. A pass is basically an Open Scene Graph StateSet. Ultimately all OpenGL and OSG modes and state ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev