Hello,
I am amazed by how good compositor looks right now. I have a couple of newbie questions though.
I see that a canvas driven render to texture is in the talks, and also that compositor is capable of providing the same. I was wondering if such a camera would be fully configurable in any case (say you can drive position and look at from the property tree). Yes I hung a targeting pod on the F-20 and I am wondering how hard it would be to make it a reality.
Also I want to have a shot at updating the blackout/redout effect. I thought applying a pixel shader on a full screen quad textured with the render pass could do the trick. This seems to be implied in the Compositor wiki page. There would be a bunch of benefits, like being able to desaturate colors and create a tunnel vision simulation as the blackout sets. Any pointers on how to achieve this with compositor configuration ?
Last but not least, I see compositor and its chaining of buffers as a means to bring back the heat blur effect as was implemented in the plib versions of Flightgear. IIRC, the heatblur object was rendered separately with a pixel displacement shader (based on the previously rendered scene minus the object) on top of the current scene and then z-buffer tested to give the right appearance. I guess the trick is creating the pass, making sure that this object is only rendered in that pass and then z-filtering it before creating the final render.
Any pointers on those subjects would be very welcome
Thanks in advance
Cheers
Enrique