From d80e08992ea99bca47f8a28a876a69bb4e93f987 Mon Sep 17 00:00:00 2001 From: Torsten Dreyer <Torsten@t3r.de> Date: Sat, 25 Sep 2010 15:12:34 +0200 Subject: [PATCH 1/3] add "local weather config" to the menubar --- gui/menubar.xml | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/gui/menubar.xml b/gui/menubar.xml index 0429ac003..e7ad39d78 100644 --- a/gui/menubar.xml +++ b/gui/menubar.xml @@ -347,6 +347,14 @@ </binding> </item> + <item> + <label>Local Weather Config</label> + <binding> + <command>dialog-show</command> + <dialog-name>local_weather_config</dialog-name> + </binding> + </item> + <item> <label>Time Settings</label> <binding> From 29820a9584acd618a70e585e0583d66906bd02e8 Mon Sep 17 00:00:00 2001 From: Durk Talsma <durk@linux-iue5.site> Date: Sat, 25 Sep 2010 15:30:53 +0200 Subject: [PATCH 2/3] Make GUI input for the transition effect persistent across sessions. --- preferences.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/preferences.xml b/preferences.xml index 1a06bef7e..bf2b8e90a 100644 --- a/preferences.xml +++ b/preferences.xml @@ -148,6 +148,7 @@ Started September 2000 by David Megginson, david@megginson.com </headshake> <crop-shader userarchive="y">0</crop-shader> <landmass-shader userarchive="y">0</landmass-shader> + <transition-shader userarchive="y">0</transition-shader> <water-shader userarchive="y">0</water-shader> <urban-shader userarchive="y">0</urban-shader> <contrail-shader userarchive="y">0</contrail-shader> From 5d2845a5404cee2283096f4f131130721bcb4ba7 Mon Sep 17 00:00:00 2001 From: Stuart Buchanan <stuart_d_buchanan@yahoo.co.uk> Date: Sat, 25 Sep 2010 22:28:56 +0100 Subject: [PATCH 3/3] Minor change to urban shader to mak building sides vertical. --- Shaders/urban.frag | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Shaders/urban.frag b/Shaders/urban.frag index 1638f94da..7e207cf44 100644 --- a/Shaders/urban.frag +++ b/Shaders/urban.frag @@ -1,6 +1,6 @@ // -*- mode: C; -*- // Licence: GPL v2 -// Author: Frederic Bouvier. +// Author: Frederic Bouvier. // Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces #version 120 @@ -34,7 +34,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) for(int i = 0; i < linear_search_steps - 1; ++i) { depth += size; - float t = texture2D(reliefMap, dp + ds * depth).a; + float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a); if(best_depth > 0.996) if(depth >= t) best_depth = depth; @@ -46,7 +46,7 @@ float ray_intersect(sampler2D reliefMap, vec2 dp, vec2 ds) for(int i = 0; i < binary_search_steps; ++i) { size *= 0.5; - float t = texture2D(reliefMap, dp + ds * depth).a; + float t = step(0.95, texture2D(reliefMap, dp + ds * depth).a); if(depth >= t) { best_depth = depth; @@ -129,7 +129,7 @@ void main (void) finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0), step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0)); finalColor *= ambient_light; - + if (gl_Fog.density == 1.0) fogFactor=1.0;