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