Re: [Flightgear-devel] shaders heads up

2010-09-01 Thread HB-GRAL
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

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Re: [Flightgear-devel] shaders heads up

2010-08-28 Thread 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

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Re: [Flightgear-devel] shaders heads up

2010-08-27 Thread Tim Moore
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


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Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread 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


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Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread 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



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Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread HB-GRAL
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

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Re: [Flightgear-devel] shaders heads up

2010-08-19 Thread HB-GRAL
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

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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Erik Hofman
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


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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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




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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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


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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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

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Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier

- 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

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Re: [Flightgear-devel] shaders heads up

2010-08-17 Thread HB-GRAL
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


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Re: [Flightgear-devel] shaders heads up

2010-08-15 Thread James Turner

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


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[Flightgear-devel] shaders heads up

2010-08-13 Thread Tim Moore
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
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