} fgOptionArray[] = {
{"language", true, OPTION_IGNORE, "", false, "", 0 },
- {"disable-rembrandt", false, OPTION_BOOL, "/sim/rendering/rembrandt", false, "", 0 },
- {"enable-rembrandt", false, OPTION_BOOL, "/sim/rendering/rembrandt", true, "", 0 },
- {"renderer", true, OPTION_STRING, "/sim/rendering/renderer", false, "", 0 },
+ {"disable-rembrandt", false, OPTION_BOOL, "/sim/rendering/rembrandt/enabled", false, "", 0 },
+ {"enable-rembrandt", false, OPTION_BOOL, "/sim/rendering/rembrandt/enabled", true, "", 0 },
+ {"renderer", true, OPTION_STRING, "/sim/rendering/rembrandt/renderer", false, "", 0 },
{"disable-game-mode", false, OPTION_BOOL, "/sim/startup/game-mode", false, "", 0 },
{"enable-game-mode", false, OPTION_BOOL, "/sim/startup/game-mode", true, "", 0 },
{"disable-splash-screen", false, OPTION_BOOL, "/sim/startup/splash-screen", false, "", 0 },
void
FGRenderer::init( void )
{
- _classicalRenderer = !fgGetBool("/sim/rendering/rembrandt", false);
+ _classicalRenderer = !fgGetBool("/sim/rendering/rembrandt/enabled", false);
_shadowMapSize = fgGetInt( "/sim/rendering/shadows/map-size", 4096 );
fgAddChangeListener( new ShadowMapSizeListener, "/sim/rendering/shadows/map-size" );
fgAddChangeListener( new ShadowEnabledListener, "/sim/rendering/shadows/enabled" );
updateCascadeFar(1, _cascadeFar[1]);
updateCascadeFar(2, _cascadeFar[2]);
updateCascadeFar(3, _cascadeFar[3]);
- _useColorForDepth = fgGetBool( "/sim/rendering/use-color-for-depth", false );
+ _useColorForDepth = fgGetBool( "/sim/rendering/rembrandt/use-color-for-depth", false );
_depthInColor->set( _useColorForDepth );
- _renderer = fgGetString("/sim/rendering/renderer", "");
+ _renderer = fgGetString("/sim/rendering/rembrandt/renderer", "");
if (!_classicalRenderer && !_renderer.empty())
_pipeline = makeRenderingPipeline(_renderer, 0);
_scenery_loaded = fgGetNode("/sim/sceneryloaded", true);
return tex;
}
-void buildDeferredBuffers( CameraInfo* info, int shadowMapSize, bool useColorForDepth )
+void buildDefaultDeferredBuffers( CameraInfo* info, int shadowMapSize, bool useColorForDepth )
{
if (useColorForDepth) {
info->addBuffer("real-depth", buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER) );
osg::GraphicsContext* gc)
{
CameraInfo* info = new CameraInfo(flags);
- buildDeferredBuffers(info, _shadowMapSize, _useColorForDepth);
+ buildDefaultDeferredBuffers(info, _shadowMapSize, _useColorForDepth);
osg::Camera* geometryCamera = buildDefaultDeferredGeometryCamera( info, gc );
cgroup->getViewer()->addSlave(geometryCamera, false);