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HUD shader for parallax correction

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Re: HUD shader for parallax correction

Postby Thorsten » Sat May 16, 2020 8:02 pm

I'm not sure what your problem is, but please stop trying to ridicule others because they happen to have a different opinion on whether proceeding carefully is a good idea or not. Thanks.

(You're mixing two issues - the original one and your first comparison - which is not really relevant because there was a long period 3d graphics without shaders in computing, so it's evidently possible to have one but not the other).
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Re: HUD shader for parallax correction

Postby icecode » Sat May 16, 2020 8:20 pm

Your comment on my comparison completely missed my point (probably on purpose), so excuse me for having a laugh at your expense. :)
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Re: HUD shader for parallax correction

Postby Thorsten » Sat May 16, 2020 8:21 pm

Feel free if you must - there's little else to laugh in these times after all :D
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Re: HUD shader for parallax correction

Postby amue » Sun May 17, 2020 10:16 pm


The stuttering with parallax correction in Canvas looks in fact really bad.
What causes this de-sync? It seems the view position for computing the parallax correction is different to the view position used for rendering the scene. Is it a problem to use the same view position?
Anyway, I think the shader is the correct place for this feature. It's just the right tool for the job.

I believe the shader would make it easier to write the Canvas part of the HUD. Indeed, HUD elements position are typically given as pitch/yaw angles. With this shader, there is a linear relation between pitch/yaw angles and Canvas coordinates.

If I understand this correctly, it means lines in the HUD (e.g. in the pitch ladder) are not lines but curves in the Canvas texture then? This seems odd to me.
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