Re: [Flightgear-devel] shaders heads up

2010-09-01 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-28 Thread 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 here that this makes the terrain

Re: [Flightgear-devel] shaders heads up

2010-08-27 Thread Tim Moore
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

Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread 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 only default shaders enabled. Really

Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread Frederic Bouvier
- 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

Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread 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 light or light direction here with

Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-19 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Erik Hofman
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier
- 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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier
- 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

Re: [Flightgear-devel] shaders heads up

2010-08-17 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-15 Thread James Turner
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

[Flightgear-devel] shaders heads up

2010-08-13 Thread Tim Moore
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