>> > Did you test your airfield grass with some of the newer generated
>> terrain
>> > (LOWI in my case)?
>>
>> No, I didn't. Shouldn't make a difference for rendering purposes how you
>> created it, at this stage it's all vertices and pixels and the shaders
>> don't care where they come from or
> > Did you test your airfield grass with some of the newer generated terrain
> > (LOWI in my case)?
>
> No, I didn't. Shouldn't make a difference for rendering purposes how you
> created it, at this stage it's all vertices and pixels and the shaders
> don't care where they come from or how they co
> Did you test your airfield grass with some of the newer generated terrain
> (LOWI in my case)?
No, I didn't. Shouldn't make a difference for rendering purposes how you
created it, at this stage it's all vertices and pixels and the shaders don't
care where they come from or how they connect.
Hi Thorsten
Since work has eaten up most of my free time, i did not update fgdata since
today and want to report that the flickering in the airfield are is gone.
Looks great now and transition and landmass works up to level 5 with
atmospheric light scattering enabled.
(without atmospheric light sc
> The landmass shader looks like you fixed something :)
Great to hear - so presumably it was the things Emilian identified (?!)- I
haven't fixed anything else.
> Flickering is gone in all settings and i have only some small artifacts
> visible in the distance while having snow cover and fog. Lo
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
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" :
>
> > - no errors on the console
> > - latest d
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 :
#if
> 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"
> infol
> - 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
>
Hi Thorsten
- 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
On Friday, December 14, 2012 13:28:08 Renk Thorsten wrote:
> > Those are fixed, but you still have some implicit casts/coversions in
> > there,
> > those are tolerated by the nvidia compiler but not by other drivers:
> > http://dpaste.com/845842/
>
> Aw, a forgotten decimal point - that's picky. O
> Those are fixed, but you still have some implicit casts/coversions in
> there,
> those are tolerated by the nvidia compiler but not by other drivers:
> http://dpaste.com/845842/
Aw, a forgotten decimal point - that's picky. Okay, how about now?
* Thorsten
-
On Friday, December 14, 2012 12:33:52 Renk Thorsten wrote:
> > Thorsten, from discussion on irc, it seems you're assigning to a varying
> > in
> > the fragment shaders. See this log: http://dpaste.com/845317/
> > Most likely the other errors will go away once you fix that.
>
> Thanks, the log was
> Thorsten, from discussion on irc, it seems you're assigning to a varying
> in
> the fragment shaders. See this log: http://dpaste.com/845317/
> Most likely the other errors will go away once you fix that.
Thanks, the log was very helpful - please pull and try again, at least the
assignment to
On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
> On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
> > Aw, that looks bad... I've never seen anything like, so my first guess
> > would be that it's one of these NVIDIA vs. ATI issues (which are really
> > tough to>
> >understand fro
On Friday, December 14, 2012 10:15:16 Stuart Buchanan wrote:
> On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
> > Aw, that looks bad... I've never seen anything like, so my first guess
> > would be that it's one of these NVIDIA vs. ATI issues (which are really
> > tough to>
> >understand fro
On Fri, Dec 14, 2012 at 7:25 AM, Renk Thorsten wrote:
> Aw, that looks bad... I've never seen anything like, so my first guess would
> be that it's one of these NVIDIA vs. ATI issues (which are really tough to
>understand from my side with just NVIDIA cards available). For reference -
>I've seen
> With an ati 5870 on win7 64bit the transition effect is not working as
> expected.
> I get what is best described as fast flickering artifacts... but have a
> look at the screen shoots yourself.
> http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-1323-
Hi Thorsten
With an ati 5870 on win7 64bit the transition effect is not working as
expected.
I get what is best described as fast flickering artifacts... but have a
look at the screen shoots yourself.
http://i217.photobucket.com/albums/cc283/oliunterderbruecke/flightgear/fgfs%20bugs/fgfs2012-12-13
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