> Emilian and I have been busy investigating the integration of these
> shaders
> into the shader system that we are evolving. The good news is that we
> have
> come up with a fog function that can be easily included in all relevant
> shaders. The bad news is that in doing so we have bumped up against what
> we
> believe are bugs in your original shaders. The haze seem to work fine in
> some situations - but not in others.

I've been unable to clone your GIT repository from home (it was one of
those <20 kbit/sec days), but I think I have successfully addressed
several (all?) issues in my working copy of the shaders.

> In particular, there is a problem
> over
> the ocean:
>
> http://imageshack.us/photo/my-images/217/fgfsscreen031.jpg/
>
> this is caused, we think, by the haze being attached to the vertices in
> the tile in the .vert.

This appears to be largely gone for me now (?). I suspect the cause may
have been the line

   fogCoord = abs(ecPosition.z / ecPosition.w);

which I found in the original default.vert and used as distance measure -
which it isn't however.


> The long-standing issue of the number of tiles loaded needs to be
> resolved -
> the haze no longer hides the join:
>
> http://imageshack.us/f/825/fgfsscreen033.jpg/
>
> but this isn't a unique haze problem.

This was an easy one (and the reason I asked about this a while ago) - I
had assumed that visibility is one optical attenuation length, however it
several, so the task was to work out the precise assumption of the tile
manager, and the number turns out to be two, so I inserted that into the
fogging function and all tiles are then fogged out before the tile manager
unloads them.

This led to the discovery of a bug which drew the default skydome
background in a slightly wrong color (it didn't account for the scattering
parameter whereas terrain-haze did) which should now also be fixed in the
skydome code.

Downtown SF with the default sky:

http://www.phy.duke.edu/~trenk/pics/shadertest1.jpg

and for the same visibility (ground-visibility-m is set to zero, so there
is no ground layer effect here) with the skydome-terrain-haze shaders:

http://www.phy.duke.edu/~trenk/pics/shadertest2.jpg

which now shows about the same visual impression for when objects can no
longer be seen.

And with the ground haze on - 6000 m haze thickness, about 12 km
visibility inside the layer

http://www.phy.duke.edu/~trenk/pics/shadertest3.jpg

I'll package and upload all this to the forum link tomorrow (my upload
here is as bad as my download) and let you know.

I haven't tested all possible conditions (lighting, low/extremely high
altitude,...) but I think this is some progress.

Cheers,

* Thorsten


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