On Monday 24 October 2011 10:46:42 thorsten.i.r...@jyu.fi wrote:
> My current setup can be found here
> 
> http://www.phy.duke.edu/~trenk/files/terrain-haze-shader24102011.tgz
> 
> I've now tested a few more things: There are still some issues with ocean
> tiles left - I *think* throwing in more vertices will fix this, or
> Emilian's hack of testing point altitude against layer altitude rather
> than doing trigonometry.
> 
> Most of the changes are actually to the skydome shader which had wrong
> assumptions about what the terrain shader does.
> 
> Seams are still rather obvious at sunrise/sunset *if* the terminator
> position is set appropriately (that's currently done via a Nasal hack too
> I figure out what the exact function should be)- I still have a mismatch
> between terrain and shader geometry and need to dig into this again. But I
> want to spend some more time on figuring out sunrise/sunset anyway.
> 
> I've also transferred some things into the vertex shaders - I have the
> impression that is a bit faster.
> 
> Cheers,
> 
> * Thorsten
Yes, doing stuff once per vertex rather than once per pixel is faster, but also 
may lead to poor results. The more stuff you do in the vertex shader the more 
visible the mesh grid will be. 
Local tests with the previous shader show that even a 17x17 vertex mesh for 
the ocean tiles isn't enough. Higher than that is overkill.

Also issues are more apparent with a wide fov.

Will test now the newer ones.


------------------------------------------------------------------------------
The demand for IT networking professionals continues to grow, and the
demand for specialized networking skills is growing even more rapidly.
Take a complimentary Learning@Cisco Self-Assessment and learn 
about Cisco certifications, training, and career opportunities. 
http://p.sf.net/sfu/cisco-dev2dev
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to