> Do you mean that v1.1 as posted on the forum can't be committed
> as is to git ?

Technically it could, but at the expense of forcing everyone to use
lightfield shaders. It overwrites for instance the default terrain and
model shaders.

The reason why this is implemented in that way is that I have no clue how
an effect file should be properly structured. I can change an existing
effect file to insert new property-to-unifrom mappings, I can change the
filename of the shader to be used, but my attempts to do more have so far
gone terribly wrong and broken the effect.

So what needs to be done for a clean commit is:

* rename the special shader files where they overlap with default files
* add conditionals to the effect files that if skydome scattering shader
is on the lightfield files should be used, otherwise the defaults as they
are
(* not essential, but currently true camera altitude above MSL is obtained
from Nasal and written into the tree - I'm fairly sure we have it
somewhere better, I just don't know where)

It's not much work, but it requires some better knowledge of how effect
files work. Which is the point where I need help.

* 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

Reply via email to