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
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
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 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: An
Well, we did have
greater
0.01
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
something...
* Thorsten
-
> 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
> possi
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