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Water shader

An exciting "new" option in FlightGear, that includes reflections, lightmaps, the particle system etc.. A lot is yet to be discovered/implemented!

Re: Water shader

Postby Ouacaze » Sun Oct 03, 2010 12:32 am

gral wrote:... enable water shader and go above quality level >= 2.0. Does this solve your problems?

That was it ! :) Thanks. And congrats Gral, your work is really awesome 8)
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Re: Water shader

Postby Pilot Penguin » Sun Oct 03, 2010 4:18 am

Hi everyone!

I am having the same trouble as Ouacaze was. I was wondering what you guys mean by "quality level".

Sorry if I sound like an idiot :oops:

Cheers!
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Re: Water shader

Postby fredb » Sun Oct 03, 2010 7:29 am

This is a slider at the bottom right of the rendering options dialog
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Re: Water shader

Postby fredb » Sun Oct 03, 2010 10:25 am

The water effect is now in GIT. Quality level below 2.0 shows the previous effect.
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Re: Water shader

Postby fredb » Tue Oct 05, 2010 7:46 am

grtux wrote:And here from Ocean (coast scenery) to Ocean (generic tile)
Image


A fix has been committed to SimGear GIT :
http://gitorious.org/fg/simgear/commit/ ... ebfef8787b
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Re: Water shader

Postby zakalawe » Tue Oct 05, 2010 9:42 am

fredb wrote:A fix has been committed to SimGear GIT :
http://gitorious.org/fg/simgear/commit/ ... ebfef8787b

Good catch Fred, a really nasty issue.
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Re: Water shader

Postby fredb » Tue Oct 05, 2010 9:52 am

Yes, normals were reverted in the local z axis
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Re: Water shader

Postby Pilot Penguin » Tue Oct 05, 2010 11:38 am

Hi everyone!

I finally got the water shader to work...............It looks AWESOME!

Thank you so much for your contribution to flightgear gral!!!

Cheers! :mrgreen:
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Re: Water shader

Postby grtux » Thu Oct 07, 2010 11:36 pm

fredb wrote:
grtux wrote:And here from Ocean (coast scenery) to Ocean (generic tile)
[img]/img]


A fix has been committed to SimGear GIT :
http://gitorious.org/fg/simgear/commit/ ... ebfef8787b



Wonderful, thus it was only a problem of inverted mirror :)

and thanks to both Gral and Fred.

gérard
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Re: Water shader

Postby jack » Mon Oct 11, 2010 9:47 pm

Hi Gral,
While I was in San Francisco for Fleet Week and the Blue Angels, I took some pictures and videos of the bay and different water reflections/colors. I hope they are of help to your development.

Sorry if all these images make anybody's computer load slow.

Image

Image

Image

Image

Image

Image

Image

Image

For Military Aircraft, Scenery, and more, visit http://alphashangar.co.nr/

'Retired' from FlightGear as of July 2011. You can contact me via my website if you'd like to pick up any old projects.
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Re: Water shader

Postby Torsten » Tue Oct 12, 2010 3:19 pm

The version of the water shader in the official git repository is referring to the texture "water-refraction.png" which does not exist. This causes errormessages at the console.
Code: Select all
    <texture n="1">
        <image>Textures/Water/water-refraction.png</image>
        <filter>linear-mipmap-linear</filter>
        <wrap-s>repeat</wrap-s>
        <wrap-t>repeat</wrap-t>
        <internal-format>normalized</internal-format>
    </texture>


May I ask to correct the shader or provide the missing file, so we can fix the repository?
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Re: Water shader

Postby fredb » Wed Oct 13, 2010 7:22 am

This is fixed now. Thanks for reporting.
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Re: Water shader

Postby grtux » Wed Oct 13, 2010 7:37 am

Hello, Gral

I just notice on the OSG maling list, there is some reference about, osgOcean specific code.
Is there any relationship with your code , or is it something new which could be implemented in FG later on , and becoming a new feature. ?

Thanks.

Gérard
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Re: Water shader

Postby gral » Wed Oct 13, 2010 9:50 am

grtux wrote:Hello, Gral

I just notice on the OSG maling list, there is some reference about, osgOcean specific code.
Is there any relationship with your code , or is it something new which could be implemented in FG later on , and becoming a new feature. ?


Hi Gérard
osgOcean could probably be integrated into SimGear/FlightGear once. Or parts of, I think we don’t need all the features. What I did is just filling a small gap between old water shaders and newer water code. osg Ocean will be testet for FG I hope (and with osgOcean there is no roadmap for my water shader I think). I hope someone starts to implement osgOcean for testing purposes the next months, looking to our framerate ? After implementing shadows or other needs ? :wink:
-gral

************************************************
This one is for fred, who spent so much time to make my shaders working for FG, also when I am off the forum/list/git. Thank you very much, Fred! Without your help my shaders would look like (I don’t know what).
http://www.widescreen-wallpapers.de/wal ... ight-1.jpg
************************************************
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Re: Water shader

Postby fredb » Wed Oct 13, 2010 10:42 am

Thank you for your kind words, Yves, but my selfish goal was to start some vocations in order to get those nice effects :wink:

Re osgOcean, it is not a shader-only effect. There is also the local geometry that is animated.
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