On Fri, 19 Mar 2010, Erik Hofman wrote: > 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 > > Keep in mind that relief mapping is just trickery to make something look > like it is standing out from the scenery. In fact everything is rendered > in the same 2d plane. That might be the main cause of this effect.
Yes, indeed. It is (or ought to be) possible to adjust the Z-buffer value for fragments to reflect their new "position" as determined by the relief computation. This would solve depth problems between the ground triangles and objects on them but will not help for the problems along the edges of the urban area since the urban shader is not run for the fragments of the adjacent ground triangles and consequently a relief "building" cannot occlude those fragments. There might be other tricks to make the transition to other ground types more pleasing, though. 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