Am 28.08.10 12:34, schrieb HB-GRAL:
Am 28.08.10 01:16, schrieb Tim Moore:
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
Thanks for your answer Tim. And what should happen when I change
gl_BackColor.a from 0.0 to 1.0 in default.vert? I see
Am 28.08.10 01:16, schrieb Tim Moore:
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
Thanks for your answer Tim. And what should happen when I change
gl_BackColor.a from 0.0 to 1.0 in default.vert? I see here that this
makes the terrain
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
On Wed, Aug 25, 2010 at 1:00 AM, HB-GRAL flightg...@sablonier.ch wrote:
Am 24.08.10 23:58, schrieb HB-GRAL:
Am 24.08.10 23:44, schrieb HB-GRAL:
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light direction here with only default shaders
enabled. Really
- HB-GRAL flightg...@sablonier.ch a écrit :
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light
Am 24.08.10 23:44, schrieb HB-GRAL:
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light direction here with
Am 24.08.10 23:58, schrieb HB-GRAL:
Am 24.08.10 23:44, schrieb HB-GRAL:
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the
HB-GRAL schrieb:
Hi Tim
Maybe I am the only one once again but I have some issues here:
- Without shader it seems terrain works fine ;-)
- When I activate 'Material Shaders' all the terrain becomes -30% darker
- When I add 'Landmass shader' some of the terrain becomes normal
Hi Yves,
- HB-GRAL a écrit :
Tim Moore schrieb:
I've checked in some changes to the shaders in attempt to fix bugs
on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain
Macintosh
platforms. I've also
On Wed, 2010-08-18 at 02:10 +0200, HB-GRAL wrote:
Hi Tim
Maybe I am the only one once again but I have some issues here:
- Without shader it seems terrain works fine ;-)
- When I activate 'Material Shaders' all the terrain becomes -30% darker
- When I add 'Landmass shader' some of the
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so from the
beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having a
slider to get snow below 2000 meters and then you get it only on parts
of the
Erik Hofman schrieb:
I get the same and has something to do with the maximum allowed number
of varying parameters supported by the hardware. There is a fix that
didn't seem to affect anything on my side:
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27751.html
Erik
- HB-GRAL flightg...@sablonier.ch a écrit :
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so
from the beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having
a
slider to get snow below
Frederic Bouvier schrieb:
- HB-GRAL flightg...@sablonier.ch a écrit :
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so
from the beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having
a
slider to
- HB-GRAL a écrit :
Frederic Bouvier schrieb:
- HB-GRAL flightg...@sablonier.ch a écrit :
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so
from the beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this
Tim Moore schrieb:
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the way material animations are
On 13 Aug 2010, at 23:20, Tim Moore wrote:
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the way material animations are handled. Let
me know of
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