On Friday 13 April 2012 12:35:57 Frederic Bouvier wrote: > Emilian can testify that the current water shader is extremely > difficult to convert to Rembrandt because it doesn't have a > clear reference frame. It seems to work in object space but > with assumptions on the object-to-world transformation. > My gut feeling is that it was originally a demo from another > project and added to FG without much thought, and a lot of > trials and errors. As the writer of the urban shader, I am > thinking of rewriting the Rembrandt version of the water shader > in the same spirit. > > Regards, > -Fred
Actualy it makes assumptions about the lighting scheme used, and it "boosts" the visible reflection of the sun using a texture instead ofthe light's specular in the specular pass. That gets to be less aparent in the Rembrandt specular pass.(That would be easily converted by using the sun position, but we don't have that in the geometry pass :( ) One other issue that needs to be investigated is the changing specular position related to camera direction in Rembrandt (the leads to the ugly black banding in other objects too). It's visible on any object at certain surface to camera angle. -Regards, Emilian ------------------------------------------------------------------------------ For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

