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.ve
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 sh
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 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
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
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 direct
- "HB-GRAL" 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 direct
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 n
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
> b
- "HB-GRAL" a écrit :
> Frederic Bouvier schrieb:
> > - "HB-GRAL" 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
Frederic Bouvier schrieb:
> - "HB-GRAL" 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
- "HB-GRAL" 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
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
>
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 te
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 t
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.
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
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
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
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