A random idea : > I can de-emphasize them by having one or two overlay textures > continuous across a boundary, so they don't stick out dramatically > at first sight as they would do without texture mixing, but I do not > know how to make them really go away except in very specific cases > (using vegetation ordering in altitude and gradient in the > mountains) - the shader simply doesn't know where the seams are, so > they can't be hidden.
How about extending the BTG format to record for each vertex the distance to boundary (in tc unit). The terragear toolchain would compute it offline and the runtime loader would convey that value to the shader as a vertex attribute. Distance for each fragment would be interpolated in a varying. A <generate> clause in the effect file would control if that attribute is really needed to same GPU memory in case of simple effects not relying on this distance. BTW: fixed-function opengl as already the concept of polygon edge : we can express the fact that a triangle edge is a polygon edge in case of tessellation. It's a boolean attribute of the vertex. Geometry shader can also process adjacency information if provided by the CPU through special primitives (GL_TRIANGLES_ADJACENCY and GL_TRIANGLE_STRIP_ADJACENCY) Regards, -Fred ------------------------------------------------------------------------------ Master SQL Server Development, Administration, T-SQL, SSAS, SSIS, SSRS and more. Get SQL Server skills now (including 2012) with LearnDevNow - 200+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only - learn more at: http://p.sf.net/sfu/learnmore_122512 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel