Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Renk Thorsten
I did try that- after some more tryings with different settings I found out that I didn't know yet that it only works with advanced weather AND at high altitudes (above 10.000ft!!) Agreeing somewhat with Fred, the screenshots don't make it easy to see what is going on, as there is neither

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Oliver Thurau
Actually, no. All that needs to be on is the skydome shader button, no matter altitude or shader settings. When you move water or landmass above 4, the detailed version of the shaders come on. It is possible that the non-detailed version of the shader doesn't run for you either (Emilian told

Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
I've just checked in a change so the buildings now use the Effects system properly, which includes a global cache of the textures. This might help. Nice - have to try this. Btw - could you take a look at the ambient value of the material declaration? I have the feeling it is very low, I'm

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Renk Thorsten
I tested last night with win7 and xp using ATI cards (winXP - hd3850, win7 64bit hd5870 tested with all ATI drivers since 11.4 beside the latest) and the skydome shader is crashing fgfs. The crash looks like the crash that occours if i enable the generic shader. No console output. Well,

Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Stuart Buchanan
On Mon, Apr 30, 2012 at 11:56 AM, Renk Thorsten wrote: Btw - could you take a look at the ambient value of the material declaration? I have the feeling it is very low, I'm getting very black shadows for low sun, much more than for the typical static building. From memory, I've set it to 0.3.

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Heiko Schulz
Hello Thorsten, First again sorry when it sounded like rant. But I must admit I was dissapointed seeing the results on my system here. Having said that: To the best of my ability to determine from the screenshots, the skydome shader doesn't work for you (for some yet to be determined

[Flightgear-devel] Replace texture with RTT

2012-04-30 Thread Thomas Geymayer
Hi, I'm currently experimenting with a 2D Canvas and rendering everything to a texture. For this I use FGODGauge to render to texture and FGODGauge::set_texture to replace a texture in the cockpit with the texture from the fbo. This works very well unless I enable any effect which causes the

Re: [Flightgear-devel] Random Buildings improvements - phase 1

2012-04-30 Thread Renk Thorsten
From memory, I've set it to 0.3. It is configurable in the data/Effects/buidling.eff file under parameters/material/ambient if you want to have a look yourself. I'm happy to accept a change to the value - I haven't spent any time tuning it. Okay, that explains it. I think it should be in

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-30 Thread Heiko Schulz
Hello Thorsten, a) watch the console for any error message from shaders trying to compile but not succeeding Absolutly nothing- no error messages, just the usual .dds-warnings b) get me a screenshot from ~20.000 ft with good visibility over land facing the rising sun at dawn with skydome