On Monday 13 February 2012 22:13:04 Stuart Buchanan wrote:
> On Sun, Feb 12, 2012 at 1:59 PM, Emilian Huminiuc wrote:
> > On Friday 10 February 2012 23:05:45 Stuart Buchanan wrote:
> >> Hi All,
> >> 
> >> 
> >> - The forest effect doesn't currently use the default fog effect
> >> (include_fog.[vert|frag] etc.).. For consistency with the rest of the
> >> terrain, and
> >>   the tree effect, I think it should. Is there any particular reason
> >> why it doesn't?
> >> 
> >> -Stuart
> > 
> > Hi, just an oversight on my part. I'll fix it ASAP.
> > 
> > Emilian,
> 
> Thanks very much Emilian.  I've also noticed a different bug with the
> ShrubCover landclass at high quality.
> 
> http://code.google.com/p/flightgear-bugs/issues/detail?id=650
> 
> I've made no headway in understanding the problem, other than possible the
> geometry shader doesn't set up gl_Fog correctly.  Any idea what's going
> wrong?
> 
> -Stuart
> 
Hi,
Pushed a fix for #650 into master.
Also got rid of an extra vec3 along the way.

If we're on the subject of materials*.xml:
1. could Construction, Industrial, Port be split from Urban/BuiltUpCover as 
they are now in materials-dds.xml?
2. We should remove big-apartment.ac from the urban areas. It's rather ugly, 
out of scale and pretty much pops up everywhere :(.
3. For urban/town areas I would do the same with water-tower.ac (for the same 
reasons as #2).
4. If we do #1 then we could limit oil-tanks.ac to those areas. Now you've got 
an oil-tank popping up in every village. (wish I had one of those in my 
backyard :P ).

Cheers,
Emilian

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