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; ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel