Re: [Flightgear-devel] Random building bugfix for Atmospheric Light Scattering
On Wed, Jan 30, 2013 at 9:16 AM, James Turner wrote: > Okay, I'll wait for some feedback from Stuart and then merge, if no one beats > me to it. I've had a look, and it all looks fine. Please merge back to 2.10.0. Thanks, -Stuart -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_jan ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random building bugfix for Atmospheric Light Scattering
On 30 Jan 2013, at 08:08, Renk Thorsten wrote: > > Following a forum bug report > http://www.flightgear.org/forums/viewtopic.php?f=68&t=18924 > I had a look at random buildings in Atmosperhic Light Scattering (which I > normally don't use). > > I just pushed a fix > > * ensuring that the Mie angle gets correctly to the fragment shader > * and simplifying the first pass rendered to fill the depth buffer - imho it > needs neither read a texture nor compute fog > > Stuart, please have a look especially at the second point - I can't see any > visual differences, but maybe I've overlooked something. This should also go > into the release branch. Okay, I'll wait for some feedback from Stuart and then merge, if no one beats me to it. James -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_jan ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Random building bugfix for Atmospheric Light Scattering
Following a forum bug report http://www.flightgear.org/forums/viewtopic.php?f=68&t=18924 I had a look at random buildings in Atmosperhic Light Scattering (which I normally don't use). I just pushed a fix * ensuring that the Mie angle gets correctly to the fragment shader * and simplifying the first pass rendered to fill the depth buffer - imho it needs neither read a texture nor compute fog Stuart, please have a look especially at the second point - I can't see any visual differences, but maybe I've overlooked something. This should also go into the release branch. * Thorsten -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_jan ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel