Effects and Multitexturing

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Revision as of 10:11, 24 August 2006 (edit)
Stepman (Talk | contribs)
m (Effects in World Wind - formatting changed)
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-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>).+Page moved to [http://issues.worldwind.arc.nasa.gov/confluence/display/WWNET/Effects+and+Multi-Texturing NASA World Wind Confluence].
- +
-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).+
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-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.+

Current revision

Page moved to NASA World Wind Confluence.

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