Heiko: > Thanks, that's now an answer I was looking for.
>
> Though I'm sure we will get bug reports as well by users complaining  
> where the shader from 2.6.0 went, or why shaders won't work.
> Some of this confusion was already visible in the forum.

I don't want to bitch, but the thread started out with a description of the 
issue like this:

"The problem: A shader for object X isn't an independent entity which you  
can switch on and off at your leisure independent of what else is going  
on - it needs to share the fogging and lighting scheme of the rest of  
the scene, otherwise it creates visual artefacts. At the moment, we have  
three such schemes:
 
a) default in which the light is always the sunlight and the fog is  
always exp(-(const * length/vis)**2)

b) Rembrandt in which the light can come from multiple sources and  
sunlight may be blocked by a shadow, fog remains as is

c) Lightfields in which the sunlight is the only light source but at  
dusk or dawn becomes a function of position in the scene and in which  
the fog has a more complicated 2 component structure

Each of the schemes has a justification to be there in terms of features  
vs. performance. Making a shader of one scheme work in a different  
scheme is a non-trivial exercise, in the case of water reflection shader  
into lightfields it cost me about half a week of really good coding time  
(kids with grandparents). So we simply don't have all shaders in all  
schemes, and I don't even know if all would run with enough fps in all  
schemes.

How to present it to the user?
(...)
Please give some feedback - how can we communicate better what is  
happening and why there are limitations?"

My personal opinion is that we should not allow to choose inconsistent shader 
options from the GUI in a release (and should not have done it in 2.6 either) 
but should make those only available via a commandline switch for the people 
who know what they're doing. 

http://www.hoerbird.net/fgfs-screen-764.jpg illustrates that the random 
vegetation shader isn't converted - trees are fogged too weakly as compared 
with the rest of the scene.
http://www.hoerbird.net/fgfs-screen-763.jpg illustrates the problems of shader 
mismatch very nicely - there's a sharp line dividing sky and terrain where fog 
color and amount do not match. Try the same scene in sunset for a real bad 
mismatch...


Curt:

> I think the problem now is that the nice scatter effect sky dome no  
> longer works correctly with any render mode in the git version.  

It never did work correctly with any shader before. Now it works with some. Try 
using a 2.6, set visibility to 3000 m, switch any shaders you want on and see 
what happens - the whole world is fogged, except the sky is a bright, shiny 
blue to the horizon.

> The scatter effect sky dome will give you very pretty skies -- especially in
> combination with advanced rendering, just don't look at the terrain or  
> your own aircraft model because those are now rendered incorrectly with many
> missing effects.

I'm lost. 

Can you explain and give screenshots? I am seeing correctly rendered terrain 
and reasonably rendered aircraft when using the atmospheric scattering.

I'm not seeing detailed aircraft effects because the shader hasn't been 
converted. In principle, I think here one could think of just allowing to run 
the default scheme shaders because the atmospheric scattering scheme wouldn't 
do much extra to your own aircraft - the problem is MP and wrong fogging and 
lighting for other people's planes. I don't know.

I'm not seeing transition effects on the terrain, urban shader or ground relief 
because these aren't done either. I am seeing wave patterns and snowline 
because these are done.

None of this is supposed to be recent behaviour. The old skydome  of 2.6 never 
ever worked correctly with any  other shader. Atmospheric light scattering 
(lightfields, terrain haze, the name changes to more general as I added 
features, but it's all the same family and I think I'll stick with atmospheric 
light scattering) never supported transition shaders for the terrain or urban 
effect before. They're not suddenly gone, they never were working before in the 
scheme.

If there's anything recently broken, please explain with details - I'm not 
seeing it.

* Thorsten
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