There are many issues and tradeoffs with mesh simplification. There are
many algorithms and approaches, each with their own unique strengths and
weaknesses. Challenges include finding a strategy to hide the cracks
between adjacent tiles draw with different levels of details (and
possibly
Well, we did have
alpha-test
comparisongreater/comparison
reference type=float0.01/reference
/alpha-test
everywhere in the cloud effect files. So it's not clear to me how transparent
fragments should even make it to the shader (?). Maybe I'm still confused about
On 17 Dec 2012, at 00:04, Flightgear-commitlogs wrote:
Nasal cppbindings: automatic conversion of vec2 to/from Nasal
Thomas, I think you may have forgotten to git add nasal_traits.hxx?
James
--
LogMeIn Rescue:
Am 2012-12-17 10:09, schrieb James Turner:
Thomas, I think you may have forgotten to git add nasal_traits.hxx?
May be possible :) Should be complete now...
Tom
--
Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote:
Hi,
Hi all,
I have added my new code for far-tiles in a merge request for flightgear and
simgear. You can now test the code, and also check whether texture resizing is
necessary for materials which are not inside the near tiles
Apparently that's ok now, another issue cropped up in the
urban-lightfield
shader, something wrong with an #if:
FRAGMENT glCompileShader
/home/chris/FlightGear/Shaders/urban-lightfield.frag
FAILED
FRAGMENT Shader /home/chris/FlightGear/Shaders/urban-lightfield.frag
infolog:
Hi,
//use additional convergence speed-up
#ifdef USE_QDM_ASCEND_INTERVAL
if(frac(level*0.5) EPSILON)
level++;
#elseif USE_QDM_ASCEND_CONST
level++;
#endif
Try :
#ifdef
7 matches
Mail list logo