CVS: data/Docs README.effects,1.5,1.6

Frederic Bouvier <[email protected]> Sat, 10 Apr 2010 09:10:48 -0500
Newsgroups gmane.games.flightgear.cvc
Message-ID <[email protected]>
Update of /var/cvs/FlightGear-0.9/data/Docs
In directory baron.flightgear.org:/tmp/cvs-serv18000/Docs

Modified Files:
	README.effects 
Log Message:
Document <float-property> and /sim/rendering/quality-level

Index: README.effects
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Docs/README.effects,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -r1.5 -r1.6
--- README.effects	29 Mar 2010 07:07:41 -0000	1.5
+++ README.effects	10 Apr 2010 14:09:49 -0000	1.6
@@ -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&#174; 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