AndersG wrote:
Hi Gerard,
You could add the gitorious repository under a different name and use that in the pull commands.
Alternatively you could rename (git remote rename <old> <new>) your old origin remote and add the new one.
(This later option would make your branches tracking origin/master start downloading from gitorious, though. However, that should not be much of a problem.)
Cheers,
Anders
which do NOT work ,
with
git remote rename
git://mapserver.flightgear.org/fgdata git://gitorious.org/fg/fgdata.gitwe get
fatal: 'git://gitorious.org/fg/fgdata.git' is not a valid remote name
gral wrote:Thanks, Anders, for the help. Just to add for Gérard, sometimes I use in my local fgdata directory
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% vi .git/config
to get a 'overview'.
But meantime my merge requests have been merged in and you can pull latest changes from master, also from mapserver fgdata master of course.
-gral
Yes i have got the update ( more than 15 min , since could'nt get the .gitignore working with Aircraft directory)
The Landmass effects ON is right
The Crop Texture ON is longer "dark"
However, only an older code, crop.frag and crop.vert gives the right crop texture.
For the record here the code which suits to me .
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#version 120
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec4 constantColor;
uniform sampler3D NoiseTex;
uniform sampler2D SampleTex;
uniform sampler1D ColorsTex;
const float scale = 1.0;
const vec4 red = vec4(1.0, 0.0, 0.0, 1.0);
const vec4 green = vec4(0.0, 1.0, 0.0, 1.0);
const vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);
const vec4 yellow = vec4(1.0, 1.0, 0.0, 1.0);
#define BLA 1
#define BLA2 0
void main (void)
{
const float snowlevel=2000.0;
vec4 basecolor = texture2D(SampleTex, rawpos.xy*0.000144);
basecolor = texture1D(ColorsTex, basecolor.r+0.00);
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
vec4 km = floor((rawpos)/1000.0);
float fogFactor;
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
// float biasFactor = exp2(-0.00000002 * fogCoord * fogCoord * LOG2);
float biasFactor = fogFactor = clamp(fogFactor, 0.0, 1.0);
float n=0.06;
n += nvL[0]*0.4;
n += nvL[1]*0.6;
n += nvL[2]*2.0;
n += nvL[3]*4.0;
n += noisevec[0]*0.1;
n += noisevec[1]*0.4;
n += noisevec[2]*0.8;
n += noisevec[3]*2.1;
n = mix(0.6, n, biasFactor);
// good
vec4 c1;
c1 = basecolor * vec4(smoothstep(0.0, 1.15, n), smoothstep(0.0, 1.2, n), smoothstep(0.1, 1.3, n), 1.0);
//"steep = gray"
c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 1.0), c1, smoothstep(0.970, 0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
//"snow"
c1 = mix(c1, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
vec3 diffuse = gl_Color.rgb * max(0.0, dot(VNormal, gl_LightSource[0].position.xyz));
vec4 ambient_light = constantColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);
c1 *= ambient_light;
vec4 finalColor = c1;
if(gl_Fog.density == 1.0)
fogFactor=1.0;
gl_FragColor = mix(gl_Fog.color ,finalColor, fogFactor);
}
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#version 120
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec4 constantColor;
centroid varying vec4 ipos;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
rawpos = gl_Vertex;
ipos = gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
}
Cheers
Gérard
BTW: because of my difficulties with GIT , which is not usable in my situation ( hope temporary ) , i give up going on testing. Thanks for your work.