Hi All,

I've been away for a while, so firstly - great work on the shaders!

I've copied a small patch the urban shader below, to take into account
the interpolation in the texture2D call.

This means that the resulting buildings have vertical walls, rather
than sloping, which looked a bit sci-fi to me :)

-Stuart Buchanan (using gmail as yahoo mail is having problems with
sourceforge mailing lists)

Index: urban.frag
===================================================================
RCS file: /var/cvs/FlightGear-0.9/data/Shaders/urban.frag,v
retrieving revision 1.3
diff -u -p -r1.3 urban.frag
--- urban.frag  23 Mar 2010 22:20:24 -0000      1.3
+++ urban.frag  25 Mar 2010 19:20:17 -0000
@@ -33,6 +33,7 @@ float ray_intersect(sampler2D reliefMap,
        {
                depth += size;
                float t = texture2D(reliefMap, dp + ds * depth).a;
+               t = step(0.5, t);
                if(best_depth > 0.996)
                        if(depth >= t)
                                best_depth = depth;
@@ -45,6 +46,7 @@ float ray_intersect(sampler2D reliefMap,
        {
                size *= 0.5;
                float t = texture2D(reliefMap, dp + ds * depth).a;
+               t = step(0.5, t);
                if(depth >= t)
                {
                        best_depth = depth;

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