On Thu, 18 Mar 2010, David Megginson wrote:

> I didn't seem to make any difference -- 3D buildings, trees, etc. were
> still floating above the roofs of the bump-map buildings.  I also
> tried

Hi,

You could try this diff:
http://pastebin.ca/1845056

It is possible that this does the same as Fred's change but in a more 
complicated way - however I don't think it does but rather more properly 
search part of the relief map between the fragment and the viewer (rather 
than on the other side of the fragment) which will correspond to the 
relief being above than the polygon.

The Z-buffer depth of the fragment remains the same so you will see depth 
problems - but I'm trying to figure out how to compute the desired 
Z-buffer depth for the fragment to solve this problem.

Cheers,

Anders
-- 
---------------------------------------------------------------------------
Anders Gidenstam
WWW: http://www.gidenstam.org/FlightGear/

------------------------------------------------------------------------------
Download Intel® Parallel Studio Eval
Try the new software tools for yourself. Speed compiling, find bugs
proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to