Hi All, Emilian and I have just about finished this phase of shader development. This includes:
1. Standardized fog calculations. 2. Unified lightmap, bumpmap and refection shaders - known as the uber-shader 3. Enhanced water shader. We have also adopted Gijs' rendering gui, which enables all shaders to be controlled collectively or individually. There are no longer any dependencies between shaders: Trees and 3d Clouds can be controlled individually. This doesn't sound like much - but almost every shader has had to be modified. I will start to push this lot into Gitorious shortly. The process is heavily interdependent, and there will be times when the shaders will be broken: please bear with us. On the upside you will get a better appearance, and might even see a slight improvement in framerate: http://flightgear.org/forums/viewtopic.php?t=14482&p=143724#p143707 I hope you enjoy this. We still have further improvements in the pipeline. Vivian ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

