Hi Heiko, Okay, so cloud and terrain shaders on both detail levels perform okay, but the skydome shader doesn't come on - one can see the mismatch between terrain and sky in the distance, and there's no scattering effect at all in the sky. Which means we need to find the reason why, and that's going to be tricky.
> Absolutly nothing- no error messages, just the usual .dds-warnings Bugger, I was kind of hoping for that. What was the last version of the skydome shader which did work for you? The one shipped with 2.6? Or anything later? If no one else has a better idea what could be the cause, I would probably send you a skydome.frag in which I comment out several designated blocks which hopefully works - you'd have to activate them one by one and see at which point the shader ceases to work. > Interesting Bug I found: > http://www.hoerbird.net/LightfieldshaderBug.png Yes, saw it yesterday as well - I know what the cause is. Question to Fred (and other Effect people) - is this a bug or am I misusing the system? What happens is as follows: * the code finds a runway and looks first through terrain-default.eff to see what it should do. It finds, if skydome shader is on and landmass is above 4, a technique 4 telling it to render the runway with terrain-haze-detailed.* * in that technique, it gets the advice to use texture unit 6 for snow * however, parsing further, the code finds an effect with a higher technique declared for runway as well (the rain reflection). In spite of this being not executed because a technique with a lower number is used, this overwrites the texture associated with texture unit 6. * as a result, rainbows instead of snow appear In my naive opinion, that looks a bit like a bug, because a technique with a larger number which isn't used shouldn't be parsed or be able to set textures for what actually is used. But maybe I misunderstand how the system is intended to work. > The dull color at ground I mentioned: > http://www.hoerbird.net/LightfieldDull.png That's actually a feature you're just not used to - if you have clouds as in your shot, they shade the terrain underneath, which means that the light gets dimmer, desaturates and rotates to a more blue hue. For low sun and clouds drawn to small range, this sometimes looks a bit unrealistic because you can see the sun shining underneath the layer in your shot whereas the shader assumes that the cloud cover you see extends all the way to the horizon. For clear sky or above the clouds, the dull colors go away. The difference is quite a lot - look here for a comparison: http://wiki.flightgear.org/Atmospheric_light_scattering#Light_scattering_during_the_day Hope that helps a bit. I'll get back to you with a skydome test version over the next few days. * Thorsten ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel