Hi Thorsten
After updating my fgdata today i noticed some changes...

The landmass shader looks like you fixed something :)
Flickering is gone in all settings and i have only some small artifacts
visible in the distance while having snow cover and fog. Looks great
overall.

Transition shader works now on the mountain areas like rock, but only the
airfield are / grass is still flickering like before.

All the best and a happy new year,
Oliver

2012/12/22 Oliver Thurau <oli.thu...@googlemail.com>

> 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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