Fred, On Sunday, December 18, 2011 10:18:39 Frederic Bouvier wrote: > Your patronage will be welcome.
Ok. My problem is that I have too many open projects currently. So, promising to help here is something I cannot do today. But Sure, if you have questions feel free to ask. But I currently cannot invest much concrete work into this. I will in any case come back to you and this changes for fgviewer. This was the code where I wanted to introduce a different fog/sky algorithm that will decouple the atmospehric computations from the actual models. This is also something that requires rendering the actual scene into a set of fbos and was thought as a prework for what you are doing now. But I am completely happy with an other approach. I just see that we will need this kind of stuff. So, may be just one question for what you have done already again without looking into any code: You do not require float textures? As far as I can see, there is a patent issue on this extension and usually this is not strictly required. Using a fixed point representation that makes use of the usual depth buffer - one that scales differently than the usualy perspective depth - could be used instead and I think we should use this in the end. In the end this really gives even better accuracy than a float representation since floats waste some bits for the expontent, where a fixed point representation could just use all the bits for accuracy. Appart from that: merry christmas! Mathias ------------------------------------------------------------------------------ Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel