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Shade

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

Re: Shade

Postby Thorsten » Tue Dec 02, 2014 7:32 am

I'm not getting transparency..


Needs multisampling on because trees are rendered with alpha to coverage. Otherwise a tree pixel is either fully transparent or not at all. And since the shadows are technically tree quads... For a more final version we'll put this into the effect file predicate section.
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Re: Shade

Postby wlbragg » Wed Dec 03, 2014 5:15 am

Needs multisampling on

Where and how did you turn multisampling on?
Kansas and Ohio/Midwest scenery development.
KEQA, 3AU, KRCP Airport Layout
Intel i7/GeForce RTX 2070/Max-Q
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Re: Shade

Postby Thorsten » Wed Dec 03, 2014 8:24 am

Anti-aliasing wiki page says it all :-)

But unless Stuart gave it to you, you probably won't have the latest version of the shader with all the weather goodies. Some patience here please.
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Re: Shade

Postby wlbragg » Wed Dec 03, 2014 12:01 pm

Well that was simple enough. Thanks.
It shouldn't have even been a question on my part as I usually have anti-aliasing enabled by default in fgrun. Somehow it got shut off.
I thought you were talking about setting it up in simgear/open gl state as in GL_MULTISAMPLE_ARB.
I can be patient though, I'll practice next time, next question.
Kansas and Ohio/Midwest scenery development.
KEQA, 3AU, KRCP Airport Layout
Intel i7/GeForce RTX 2070/Max-Q
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Re: Shade

Postby Thorsten » Wed Dec 03, 2014 12:56 pm

So, just to clarify the status for everyone: I've sent the latest SG patch for Stuart to review and help in making this optional, he said it's looking good asked me for some patience as he is pretty busy, and I'm not currently working on this, I'm waiting for whatever makes it to SG to optimize the GLSL part later on.

I hope we will make it before the feature freeze, but I can't guarantee it.
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