On Monday 05 March 2012 13:27:00 thorsten.i.r...@jyu.fi wrote: > > There is an important issue though, the functions appear to be different > > for objects and terrain. > > What?? Both model-default.eff and terrain-default.eff refer to > terrain-haze.vert/frag as shaders - how can the fog function be different > if they're using the same shader code??? > > I think you're mistaken here. > > The fog function is different for clouds and rain layers (because clouds > and fog are the same stuff, so there need to be different rules) and for > the skydome (because the atmosphere fogs in a different way looking > straight up than looking straight down). > > Cheers, > > * Thorsten >
Sorry, my bad, I remembered something like that, but it was in fact me thinking that it would need a separate function for objects. Anyway, first thing i noticed while looking more carefully at the code is this (terrain-haze.vert line 126): // now the light-dimming factor earthShade = 0.9 * smoothstep(terminator_width+ terminator, - terminator_width + terminator, yprime_alt) + 0.1; which has undefined behaviour. smoothstep(a, b, x) requires specificaly that a < b. Also, all light terms should have alpha 1.0 not 0.0. Will report more as i find them :) Cheers, Emilian ------------------------------------------------------------------------------ Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel