Sorry for the late  reply. I missed your answer, while i was traveling.
I habe no problem with editing code and help finding the ati bug, but it
will have to wait until i am back from family x-mas.
Oliver
Am 15.12.2012 08:53 schrieb "Renk Thorsten" <thorsten.i.r...@jyu.fi>:

>
> > - no errors on the console
> > - latest drivers for the ati card (tested with all ati drivers from 2012
> > for win7 64bit)
> > - the artifacts show up if the landmass shader is over 3 (counting from
> > left / starting with 0)
> > - the artefacts show up if the transition shader is over 1 / at 2 only
> > the
> > airport grass is showing the artefacts
> > - the Atmospheric Scattering seems to work as far i can tell and shows no
> > artefacts, water looks good too.
> > - did not try change the shaders while using Atmospheric Scattering
> > before
> > the iceland commit, only used the default values.
> >
> > Hope that helps.
>
> Not really. Your card/driver doesn't like *something* of the procedural
> texturing although the shader compiles fine (you don't get the artefacts
> when you're running terrain-haze.vert/frag, you do get them whenever you
> run terrain-haze-detailed.vert/frag).
>
> It may be the overlay textures, it may be that the noise function
> generates values outside the [0..1] range by some weird numerical
> problem... Does it happen for all landclasses (for instance, agriculture
> doesn't have overlay textures or bump-mapping) - so in theory some
> landclasses would never see overlay texture or noise function issues. Does
> it depend on the values of the dust, snow, vegetation or wetness sliders in
> any way?
>
> Otherwise... if it doesn't throw an error, and if I can't reproduce it and
> we don't see any dependencies, I am a bit at a loss how to debug it. You
> could either see if there's any previous version which runs fine (in which
> case we can debug based on what has changed) or we can try to disable all
> procedural blocks, and then you have to uncomment them one by one and see
> when the problem occurs. Let me know if you're interested in the latter
> option (but it means you have to start editing around in the shader code
> yourself).
>
> * Thorsten
>
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