> The second problem is the 'checkerboard' appearance of fog rendering over > ocean. To the limit of my ability to test, the cause is incorrect > interpolation of distances and angles due to very large vertex spacing
Update: Emilian kindly educated me how to deal with this properly: If the relative position vector eye-vertex is passed to the fragment shader and distance and angles computed there rather than in the vertex shader and interpolated from there, the interpolation is of a linear quantity and hence exact by definition and corresponds to in essence infinite vertex resolution - this solves this problem for good. * Thorsten ------------------------------------------------------------------------------ Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel