> De: Anders Gidenstam > > On Wed, 4 Apr 2012, James Turner wrote: > > > Guessing that writing to a 'varying' might be the issue, I made a > > temporary: > > > > vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal; > > gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, > > 0.0, 1.0 ); > > > > And now everything looks good! The intermediate buffers, the > > shadows, yes. > > One thing: I think ecNormal should be normalized before use - IIRC > the interpolation between the vertex shader output and the input to > individual fragments might change the length of the normal (since it typically > is linear in each dimension).
Good point Anders. Can push that fix ? Thank you -Fred ------------------------------------------------------------------------------ Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel