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Maik Justus wrote:
| Hi Stuart,
|
| Stuart Buchanan schrieb am 22.01.2008 23:04:
|> Hi All,
|>
|> I've been working on a shader-based approach to creating random trees with 
help
|> from Tim Moore.
|>
|> Here's a screenshot of what I've managed to achieve so far:
|>
|> http://www.nanjika.co.uk/flightgear/forest.jpg
|>
|> A patch which includes both the shader trees and improvements to the random
|> object placement is available from
|>
|> http://www.nanjika.co.uk/flightgear/trees.tar.gz
|>
|>
| very nice. Low-level-flying is much more interesting now.
|> This isn't yet ready for inclusion in CVS, but worth having a play about 
with.
|>
|>
| Why not? cvs is the place for developing.
I am, of course, enormously proud of this work and hope to get it into CVS as 
soon as
possible. That said, a feature with this list of issues:

|> Notes:
|> - Currently all the trees of a given type on a tile will be the same size, 
shape
|> and texture.
|> - It's highly likely that this code leaks memory like a sieve.
|> - The shader currently doesn't perform any diffuse lighting calculations. For
|> some reason including the diffuse lighting causes a "flickering" effect, 
possibly
|> due to the light source being so far away.
|>

and no way to disable it other than to turn off other features, isn't quite 
ready for
CVS. If Stuart has run out of time, I'll bang on this and shoot for checking it 
in over
the weekend.

The flicker is caused by there being no normals in the tree "model."

The calculations performed in the vertex and fragment shaders are a little 
mixed up.
For now the diffuse lighting calculation should be done in the vertex shader, 
while the
fog calculation should be done in the fragment shader.

The shader program and tree texture should be shared between all the forests.

Anyway, the results are beautiful. Last night I found myself watching Anders 
Gidenstam's
live web feed of his airship voyages over the forests of South Germany as if it 
were
a TV special!

Tim
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