On Friday 13 April 2012 11:00:14 Renk Thorsten wrote: > >> 'flat' = 'For any visibility we can actually render, the normal (before > >> wave > >> noise) is (0,0,1) in model space to such a good approximation that you > >> won't spot the difference to the actual normal including earth > >> curvature if > >> I show you a picture.' > >> > >> Cheers, > >> > >> * Thorsten > > > > That will give you even worse lighting difference between tiles, and will > > shurely give you ugly artefacts and wrong speculars in relation with the > > sun > > Basic ray optics says no such thing will happen, and basic ray optics turns > out to be right - I just ran a changed shader - if anything, the tile > boundary artefacts are reduced (actually I expected them to be gone, but > there's probably another vector in the game). > > Cheers, > > * Thorsten If it looks right in one limited test case, doesn't mean it's right, or the proper way to deal with it (so it won't backfire later on) But feel free to do whatever you want with the information provided, and the code, after all it's open source...
Emilian ------------------------------------------------------------------------------ For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel