> Actualy it makes assumptions about the lighting scheme used, and it > "boosts" the visible reflection of the sun using a texture instead > of the light's specular in the specular pass. > That gets to be less aparent in the Rembrandt specular pass.(That > would be easily converted by using the sun position, but we don't > have that in the geometry pass :( ) > One other issue that needs to be investigated is the changing > specular position related to camera direction in Rembrandt (the > leads to the ugly black banding in other objects too). It's > visible on any object at certain surface to camera angle.
I pushed a different way to encode normals, with a shader to collect utility functions (see normal_encode and normal_decode in gbuffer-functions.frag). That may improve the banding. Regards, -Fred ------------------------------------------------------------------------------ For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel