- constant. For example:
- <uniform>
- <name>ColorsTex</name>
- <type>sampler-1d</type>
- <value type="int">2</value>
- </uniform>
- * The name of a property in the parameters section can be
- referenced using a "use" clause. For example, in the technique
- section:
- <material>
- <ambient><use>material/ambient</use></ambient>
- </material>
- Then, in the parameters section of the effect:
- <parameters>
- <material>
- <ambient type="vec4d">
- 0.2 .2 0.2 1.0
- </ambient>
- </material>
- </parameters>
-
- It's worth pointing out that the "material" property in a
- technique specifies part of OpenGL's state, whereas "material"
- in the parameters section is just a name, part of a
- hierarchical namespace.
-
- * A property in the parameters section doesn't need to contain
- a constant value; it can also contain a "use" property. Here
- the value of the use clause is the name of a node in an
- external property tree which will be used as the source of a
- value. If the name begins with '/', the node is in
- FlightGear's global property tree; otherwise, it is in a local
- property tree, usually belonging to a model [NOT IMPLEMENTED
- YET]. For example:
- <parameters>
- <chrome-light><use>/rendering/scene/chrome-light</use></chrome-light>
- </parameters>
- The type is determined by what is expected by the technique
- attribute that will ultimately receive the value. [There is
- no way to get vector values out of the main property system
- yet; this will be fixed shortly.] Values that are declared
- this way are dynamically updated if the property node
- changes.
+ constant. For example:
+ <uniform>
+ <name>ColorsTex</name>
+ <type>sampler-1d</type>
+ <value type="int">2</value>
+ </uniform>
+ * The name of a property in the parameters section can be
+ referenced using a "use" clause. For example, in the technique
+ section:
+ <material>
+ <ambient><use>material/ambient</use></ambient>
+ </material>
+ Then, in the parameters section of the effect:
+ <parameters>
+ <material>
+ <ambient type="vec4d">0.2 0.2 0.2 1.0</ambient>
+ </material>
+ </parameters>
+
+ It's worth pointing out that the "material" property in a
+ technique specifies part of OpenGL's state, whereas "material"
+ in the parameters section is just a name, part of a
+ hierarchical namespace.
+
+ * A property in the parameters section doesn't need to contain
+ a constant value; it can also contain a "use" property. Here
+ the value of the use clause is the name of a node in an
+ external property tree which will be used as the source of a
+ value. If the name begins with '/', the node is in
+ FlightGear's global property tree; otherwise, it is in a local
+ property tree, usually belonging to a model [NOT IMPLEMENTED
+ YET]. For example:
+ <parameters>
+ <chrome-light><use>/rendering/scene/chrome-light</use></chrome-light>
+ </parameters>
+ The type is determined by what is expected by the technique
+ attribute that will ultimately receive the value. [There is
+ no way to get vector values out of the main property system
+ yet; this will be fixed shortly.] Values that are declared
+ this way are dynamically updated if the property node
+ changes.