I've noticed recently more or less by accident and to my dismay that model-default.eff is used both by models placed in the scenery and by typical aircraft 3d cockpits.
This is rapidly looking like a bad idea when a more detailed atmosphere model enters the game - the terrain haze shader has altitude-differential fog, the sunrise/set code I'm working on has position-differential lighting and fog coloring. Models placed into the scene need essentially the same shader as the terrain and skydome, otherwise they don't blend properly - no choice here. However, half the visual field is typically taken by the cockpit, and the vertices and pixels of that don't really need to go through ~120 lines of differential fogging and lighting code just to discover that they get the default light at the position and no fog. One could probably write some provisions into the shader to make a distance check first and if the model is very close not to go through all the motions, but it seems more reasonable to me to do this on the level of the effect declarations and simply feed the 3dcockpit through a different default effect file which never tries to do any fogging in the first place. Would this be complicated to do (i.e. require changing all aircraft xmls), or is there an easy way to do this? I'm just testing the waters here... as far as I know none of the position differential shading code has been committed yet, but I'm sort of developing strongly into that direction, and I want to identify trouble as soon as possible... * Thorsten ------------------------------------------------------------------------------ RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel