T2.makeTranslate(osg::Vec3(0, sun_dist, 0));
sun_transform->setMatrix(T2*DEC*RA);
//T2.makeTranslate(osg::Vec3(0, sun_dist, 0));
sun_transform->setMatrix(DEC*RA);
timoore wrote:By the way, in investigating the water shader I found that it is derived from the tutorial at http://www.bonzaisoftware.com/water_tut.html. Indeed, the shader code is very close to the GLSL port of that tutorial found at http://forum.bonzaisoftware.com/viewthread.php?tid=10. I don't think there is a copyright issue, but we can't put our own copyright on that shader code. At a minimum, it is polite to give attribution when you borrow code.
// This shader is mostly an adaptation of the shader found at
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// © Michael Horsch - 2005
timoore wrote:I've committed a fix to the synchronization problem in flightgear git, 79a2173ef9d6d04af8815d658c0a4daedf553ac4. Please give it a try.
planetacancun wrote:gluon wrote:@planetacancun: Sure you can, just do some lines of GLSL code...
At least that video is OpenSceneGraph, so it's not like crazy right I was testing the shader posted here and it's pretty cool, it could be better than the actual one. I'm going to leave the coding to the pros here coz I sux
EDIT
3 links I found, might be useful.
IDE for shaders (I'm going to give it a try later): http://www.vis.uni-stuttgart.de/glsldevil/
Some GLSL version of water FP/VP: http://forum.bonzaisoftware.com/viewthr ... =10&page=1
A test project as demo: http://forum.bonzaisoftware.com/viewthr ... =33#pid265
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