Le 18/03/2010 23:45, David Megginson a écrit : > On Thu, Mar 18, 2010 at 5:56 PM, Frederic Bouvier wrote: > > >>> I noticed the same problem with roads and 3d buildings -- they're >>> floating above the city. Is it possible to make the bump maps go up >>> instead of down? >>> >> In Shaders/urban.frag, change line 57 : >> >> vec2 dp = gl_TexCoord[0].st; >> >> into : >> >> vec2 dp = gl_TexCoord[0].st - ds; >> >> Tell me what do you think. Try to land in the city. >> > 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 > > vec2 dp = gl_TexCoord[0].st + ds; > > and > > vec2 dp = gl_TexCoord[0].st - 2 * ds; >
vec2 dp = gl_TexCoord[0].st - ds; was indeed correct, but without depth information, the effect was barely visible. Now I think I managed to get it right with 3d objects. See : http://frbouvi.free.fr/flightsim/fgfs-city-relief-4.jpg As already specified, the boundary with other types of terrain will not improve because of the parallax trickery. -Fred ------------------------------------------------------------------------------ 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