Re: [Flightgear-devel] shaders heads up
Am 28.08.10 12:34, schrieb HB-GRAL: Am 28.08.10 01:16, schrieb Tim Moore: There needs to be some coordinate for the fog. You could try using gl_FogFragCoord instead. Tim Thanks for your answer Tim. And what should happen when I change gl_BackColor.a from 0.0 to 1.0 in default.vert? I see here that this makes the terrain shaders (or the light) running at least for some older ATI cards (and .z/.w is def. not the problem). What do I loose with this change? What do I have to check? And could this work for terrain also for other cards with gl_BackColor.a = 1.0? Thanks, Yves Ok, I can keep all the new code now with my older ATI. For my card I only had to add 'if (gl_BackColor == 0.0) { n = -n; }' again in default.frag and that seems finally to work with recent changes. Maybe this makes not a lot of sense, but I do not care anymore ;-) -Yves -- This SF.net Dev2Dev email is sponsored by: Show off your parallel programming skills. Enter the Intel(R) Threading Challenge 2010. http://p.sf.net/sfu/intel-thread-sfd ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Am 28.08.10 01:16, schrieb Tim Moore: There needs to be some coordinate for the fog. You could try using gl_FogFragCoord instead. Tim Thanks for your answer Tim. And what should happen when I change gl_BackColor.a from 0.0 to 1.0 in default.vert? I see here that this makes the terrain shaders (or the light) running at least for some older ATI cards (and .z/.w is def. not the problem). What do I loose with this change? What do I have to check? And could this work for terrain also for other cards with gl_BackColor.a = 1.0? Thanks, Yves -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
There needs to be some coordinate for the fog. You could try using gl_FogFragCoord instead. Tim On Wed, Aug 25, 2010 at 1:00 AM, HB-GRAL flightg...@sablonier.ch wrote: Am 24.08.10 23:58, schrieb HB-GRAL: Am 24.08.10 23:44, schrieb HB-GRAL: Am 14.08.10 00:20, schrieb Tim Moore: Let me know of any new problems. Tim A new problem is the last line in default.vert: fogCoord = abs(ecPosition.z / ecPosition.w); For what is this needed exactly? It kills the light or light direction here with only default shaders enabled. Really nobody else encountering such problems? I am wondering. I will give my card to a museum once. Thanks, Yves Just to add: I commented this line out and at least terrain seems to work fine. But the question remains, for what is this needed in the hack? It produce a known ATI issue, so I am going from one issue to the next (from gl_FrontFacing to .z/.w). Cheers, Yves Sorry, wrong. It does not work fine, it just breaks the terrain-default shader, and thats why it looks good and I didn’t see the new problem ;-) - Yves -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Am 14.08.10 00:20, schrieb Tim Moore: Let me know of any new problems. Tim A new problem is the last line in default.vert: fogCoord = abs(ecPosition.z / ecPosition.w); For what is this needed exactly? It kills the light or light direction here with only default shaders enabled. Really nobody else encountering such problems? I am wondering. I will give my card to a museum once. Thanks, Yves -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
- HB-GRAL flightg...@sablonier.ch a écrit : Am 14.08.10 00:20, schrieb Tim Moore: Let me know of any new problems. Tim A new problem is the last line in default.vert: fogCoord = abs(ecPosition.z / ecPosition.w); For what is this needed exactly? It kills the light or light direction here with only default shaders enabled. Really nobody else encountering such problems? I am wondering. I will give my card to a museum once. Maybe you have ecPosition.w set to zero and the shader won't go past this point ? Normally, w is set to 1 but other, not null for a point, values are allowed. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Am 24.08.10 23:44, schrieb HB-GRAL: Am 14.08.10 00:20, schrieb Tim Moore: Let me know of any new problems. Tim A new problem is the last line in default.vert: fogCoord = abs(ecPosition.z / ecPosition.w); For what is this needed exactly? It kills the light or light direction here with only default shaders enabled. Really nobody else encountering such problems? I am wondering. I will give my card to a museum once. Thanks, Yves Just to add: I commented this line out and at least terrain seems to work fine. But the question remains, for what is this needed in the hack? It produce a known ATI issue, so I am going from one issue to the next (from gl_FrontFacing to .z/.w). Cheers, Yves -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Am 24.08.10 23:58, schrieb HB-GRAL: Am 24.08.10 23:44, schrieb HB-GRAL: Am 14.08.10 00:20, schrieb Tim Moore: Let me know of any new problems. Tim A new problem is the last line in default.vert: fogCoord = abs(ecPosition.z / ecPosition.w); For what is this needed exactly? It kills the light or light direction here with only default shaders enabled. Really nobody else encountering such problems? I am wondering. I will give my card to a museum once. Thanks, Yves Just to add: I commented this line out and at least terrain seems to work fine. But the question remains, for what is this needed in the hack? It produce a known ATI issue, so I am going from one issue to the next (from gl_FrontFacing to .z/.w). Cheers, Yves Sorry, wrong. It does not work fine, it just breaks the terrain-default shader, and thats why it looks good and I didn’t see the new problem ;-) - Yves -- Sell apps to millions through the Intel(R) Atom(Tm) Developer Program Be part of this innovative community and reach millions of netbook users worldwide. Take advantage of special opportunities to increase revenue and speed time-to-market. Join now, and jumpstart your future. http://p.sf.net/sfu/intel-atom-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
HB-GRAL schrieb: Hi Tim Maybe I am the only one once again but I have some issues here: - Without shader it seems terrain works fine ;-) - When I activate 'Material Shaders' all the terrain becomes -30% darker - When I add 'Landmass shader' some of the terrain becomes normal brightness (where the landmass shader is involved in material.xml) - When I add 'Crop Shader' the crop becomes normal brightness - There is no snow on terrain where crop effect is activated (or snowlevel is not changed?) What can I do to get the brighter terrain back here when I activate Material Shaders only? Thanks, Yves I got all back with deleting some 'nonsense' (not my words) in terrain-default.eff with render-bin numbers (render-bin '-1' brings all the darkness here). I promise I do not try to talk about this small change, because it seems like it does only affect me, my card and myself. Cheers, Yves -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Hi Yves, - HB-GRAL a écrit : Tim Moore schrieb: I've checked in some changes to the shaders in attempt to fix bugs on some platforms and generally optimize them. I've eliminated the use of gl_FrontFacing, which seems to give us problems on certain Macintosh platforms. I've also reworked the way material animations are handled. Let me know of any new problems. Tim Hi Tim Maybe I am the only one once again but I have some issues here: - Without shader it seems terrain works fine ;-) - When I activate 'Material Shaders' all the terrain becomes -30% darker - When I add 'Landmass shader' some of the terrain becomes normal brightness (where the landmass shader is involved in material.xml) - When I add 'Crop Shader' the crop becomes normal brightness - There is no snow on terrain where crop effect is activated (or snowlevel is not changed?) What can I do to get the brighter terrain back here when I activate Material Shaders only? It means the terrain-default effect has a problem for you. I can't see a difference between no shader at all and just the default shader. The crop shader has its snow level hardwired to 2000m and it is so from the beginning. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
On Wed, 2010-08-18 at 02:10 +0200, HB-GRAL wrote: Hi Tim Maybe I am the only one once again but I have some issues here: - Without shader it seems terrain works fine ;-) - When I activate 'Material Shaders' all the terrain becomes -30% darker - When I add 'Landmass shader' some of the terrain becomes normal brightness (where the landmass shader is involved in material.xml) - When I add 'Crop Shader' the crop becomes normal brightness - There is no snow on terrain where crop effect is activated (or snowlevel is not changed?) What can I do to get the brighter terrain back here when I activate Material Shaders only? I get the same and has something to do with the maximum allowed number of varying parameters supported by the hardware. There is a fix that didn't seem to affect anything on my side: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27751.html Erik -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Frederic Bouvier schrieb: The crop shader has its snow level hardwired to 2000m and it is so from the beginning. -Fred Hi Fred What is the reason for this I miss? I mean, this is not so nice having a slider to get snow below 2000 meters and then you get it only on parts of the terrain. This looks like heated croplands here in case of snow ;-) Cheers, Yves -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Erik Hofman schrieb: I get the same and has something to do with the maximum allowed number of varying parameters supported by the hardware. There is a fix that didn't seem to affect anything on my side: http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27751.html Erik Thanks Erik, but I do not see any varyings I can remove at the moment with recent changes. And I fear the varyings are not the only problem I have here. I get the light back everywhere the landmass and the crop shader is used in materials.xml. Why does the landmass shader gives me the light back but new terrain-nocolor not? What is the reason to have three overlapping(?) defaults with - default.frag - terrain-default.frag - terrain-nocolor.frag what actually gives no light on terrain here, and why - landmass.frag - crop.frag gives it back, once activated? I tried to find the matter yesterday for some hours but the structure of the shaders becomes a bit more complicated at the moment. Thanks again, Yves -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
- HB-GRAL flightg...@sablonier.ch a écrit : Frederic Bouvier schrieb: The crop shader has its snow level hardwired to 2000m and it is so from the beginning. -Fred Hi Fred What is the reason for this I miss? I mean, this is not so nice having a slider to get snow below 2000 meters and then you get it only on parts of the terrain. This looks like heated croplands here in case of snow ;-) Why do you think bugs or missing features exist ;-) -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Frederic Bouvier schrieb: - HB-GRAL flightg...@sablonier.ch a écrit : Frederic Bouvier schrieb: The crop shader has its snow level hardwired to 2000m and it is so from the beginning. -Fred Hi Fred What is the reason for this I miss? I mean, this is not so nice having a slider to get snow below 2000 meters and then you get it only on parts of the terrain. This looks like heated croplands here in case of snow ;-) Why do you think bugs or missing features exist ;-) -Fred I wanted to show you a real image where I have seen exactly such 'heated' croplands in the winter. Too bad I could not find the picture here at the moment. It is a temporary feature I see. Thanks anyway, Yves -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
- HB-GRAL a écrit : Frederic Bouvier schrieb: - HB-GRAL flightg...@sablonier.ch a écrit : Frederic Bouvier schrieb: The crop shader has its snow level hardwired to 2000m and it is so from the beginning. -Fred Hi Fred What is the reason for this I miss? I mean, this is not so nice having a slider to get snow below 2000 meters and then you get it only on parts of the terrain. This looks like heated croplands here in case of snow ;-) Why do you think bugs or missing features exist ;-) -Fred I wanted to show you a real image where I have seen exactly such 'heated' croplands in the winter. Too bad I could not find the picture here at the moment. It is a temporary feature I see. Thanks anyway, Yves Fly from LFPN and go south. There is a lot of crops in the Paris area. BTW: it's not me that designed this shader nor implemented the slider. -Fred -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
Tim Moore schrieb: I've checked in some changes to the shaders in attempt to fix bugs on some platforms and generally optimize them. I've eliminated the use of gl_FrontFacing, which seems to give us problems on certain Macintosh platforms. I've also reworked the way material animations are handled. Let me know of any new problems. Tim Hi Tim Maybe I am the only one once again but I have some issues here: - Without shader it seems terrain works fine ;-) - When I activate 'Material Shaders' all the terrain becomes -30% darker - When I add 'Landmass shader' some of the terrain becomes normal brightness (where the landmass shader is involved in material.xml) - When I add 'Crop Shader' the crop becomes normal brightness - There is no snow on terrain where crop effect is activated (or snowlevel is not changed?) What can I do to get the brighter terrain back here when I activate Material Shaders only? Thanks, Yves -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] shaders heads up
On 13 Aug 2010, at 23:20, Tim Moore wrote: I've checked in some changes to the shaders in attempt to fix bugs on some platforms and generally optimize them. I've eliminated the use of gl_FrontFacing, which seems to give us problems on certain Macintosh platforms. I've also reworked the way material animations are handled. Let me know of any new problems. I already communicated this on IRC, but on Ati+Mac, this is a dramatic improvement for me - for scenery (BTG) heavy scenes, my frame-rate nearly doubled. At an XML+AC heavy location (eg, Gatwick/EGKK) there was still a nice frame-rate boost of 50-70%. Thanks Tim! James -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] shaders heads up
I've checked in some changes to the shaders in attempt to fix bugs on some platforms and generally optimize them. I've eliminated the use of gl_FrontFacing, which seems to give us problems on certain Macintosh platforms. I've also reworked the way material animations are handled. Let me know of any new problems. Tim -- This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel