> I think the foam texture is still read in a conditional, based on > distance. > (water-lightfield.frag/water-lightfield_lr.frag lines 422-434)
You got me there :-) But it turned out not to be the problem... the problem was that if (condition) {do_stuff();} (...) if (condition) {do_other_stuff();} apparently isn't evaluated correctly in all cases quite independent of texture lookups - re-ordering the code into a single block if (condition) { do_stuff(); do_other_stuff(); } did eliminate the flickering. So your distrust in conditionals wasn't a bad lead after all... I'll commit the bugfix tomorrow. * Thorsten ------------------------------------------------------------------------------ Free Next-Gen Firewall Hardware Offer Buy your Sophos next-gen firewall before the end March 2013 and get the hardware for free! Learn more. http://p.sf.net/sfu/sophos-d2d-feb _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel