Effects and Multitexturing

From World Wind Wiki

(Difference between revisions)
Jump to: navigation, search
Revision as of 10:09, 24 August 2006 (edit)
Stepman (Talk | contribs)
(created initial page)
← Previous diff
Revision as of 10:11, 24 August 2006 (edit) (undo)
Stepman (Talk | contribs)
m (Effects in World Wind - formatting changed)
Next diff →
Line 1: Line 1:
-==Effects in World Wind==+Effects can be added at runtime to any QTS layer by opening its properties window and setting its <code>EffectPath</code> property (for example, try <code>shaders\grayscale.fx</code>).
-Effects can be added at runtime to any QTS layer by opening its properties window and setting its <code>EffectPath</code> property (try <code>shaders\grayscale.fx</code>).+ 
They can also be specified directly in the XML file: They can also be specified directly in the XML file:
Line 9: Line 9:
... ...
-The way in which parameters are passed to the effect is not yet defined in detail.+Effects are currently implemented in tandem with the grayscale rendering support, which will be folded into the general effects system Real Soon Now(tm).
 + 
 +Also, the way in which parameters are passed to the effect is not yet defined in detail.
===Multitexturing=== ===Multitexturing===

Revision as of 10:11, 24 August 2006

Effects can be added at runtime to any QTS layer by opening its properties window and setting its EffectPath property (for example, try shaders\grayscale.fx).

They can also be specified directly in the XML file:

 <QuadTileSet ShowAtStartup="true">
   <Name>Effects Test</Name>
   <Effect>shaders/testshader.fx</Effect>
   <DistanceAboveSurface>0</DistanceAboveSurface>
   ...

Effects are currently implemented in tandem with the grayscale rendering support, which will be folded into the general effects system Real Soon Now(tm).

Also, the way in which parameters are passed to the effect is not yet defined in detail.

Multitexturing

Multiple textures can be assigned to a single QTS simply by using multiple ImageAccessor statements in the XML file:

 <QuadTileSet ShowAtStartup="true">
   <Name>Multitexturing Test</Name>
   ...
   <ImageAccessor>
     ...
   </ImageAccessor>
   <ImageAccessor>
     ...
   </ImageAccessor>
   ...

The number of levels and level zero tile size must be the same for all instances. It is possible to use multiple WMSAccessors or ImageTileServices as well, although this hasn't been really tested yet.

Note that without shaders this is fairly useless as the default setup only uses the first texture for rendering.

Personal tools