Re: [Flightgear-devel] Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread James Turner
On 24 Oct 2011, at 10:09, thorsten.i.r...@jyu.fi wrote: > Yes, the angles between eye and sun are constants per frame throughout the > scene :-) So is hazeColor. My problem is not passing the value from the > property tree, my problem is getting it there - I'm not a C++ coder, I > have no clue wh

Re: [Flightgear-devel] Skydome and Terrain shader with haze - some helprequired

2011-10-24 Thread James Turner
On 24 Oct 2011, at 08:46, thorsten.i.r...@jyu.fi wrote: > I've now tested a few more things: There are still some issues with ocean > tiles left - I *think* throwing in more vertices will fix this, or > Emilian's hack of testing point altitude against layer altitude rather > than doing trigonomet

Re: [Flightgear-devel] Skydome and Terrain shader with haze - some helprequired

2011-10-11 Thread Erik Hofman
On Tue, 2011-10-11 at 09:30 +0100, Vivian Meazza wrote: > Thorsten > > > Im the last weeks, I've been working on integrating Lauri's skydome > > scattering shader in a seamless way with the rest of the environment. I > > have now a working version of the shaders available which could be > > commit

Re: [Flightgear-devel] Skydome and Terrain shader with haze - some helprequired

2011-10-11 Thread Vivian Meazza
Thorsten > Im the last weeks, I've been working on integrating Lauri's skydome > scattering shader in a seamless way with the rest of the environment. I > have now a working version of the shaders available which could be > committed. > > This is: > > * the original skydome shader, with an added