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Merge branch 'master' of git://gitorious.org/fg/fgdata

This commit is contained in:
Erik Hofman 2010-09-29 15:58:29 +02:00
commit 6822980bef
5 changed files with 674 additions and 669 deletions

View file

@ -125,8 +125,10 @@ var handle_key = func(key)
{ {
input = substr(input, 0, size(input) - 1); input = substr(input, 0, size(input) - 1);
gui.popupTip(input, 1000000); gui.popupTip(input, 1000000);
return 1;
} }
# Always handle key so excessive backspacing doesn't toggle the heading autopilot
return 1;
} }
elsif (key == 27) elsif (key == 27)
{ {

View file

@ -1,6 +1,8 @@
var set_runway_from_metar_wind = func { var set_runway_from_metar_wind = func {
if (!getprop("/environment/params/real-world-weather-fetch")) if (!getprop("/environment/realwx/enabled"))
return printlog("info", "metar-rwy: no live weather"); return printlog("info", "metar-rwy: no live weather");
if (!getprop("/environment/metar/valid"))
return printlog("info", "metar-rwy: no valid metar");
if (!getprop("/sim/startup/options/airport")) if (!getprop("/sim/startup/options/airport"))
return printlog("info", "metar-rwy: no airport requested"); return printlog("info", "metar-rwy: no airport requested");
if (getprop("/sim/startup/options/runway")) if (getprop("/sim/startup/options/runway"))

File diff suppressed because it is too large Load diff

View file

@ -1,6 +1,6 @@
// -*- mode: C; -*- // -*- mode: C; -*-
// Licence: GPL v2 // 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 // Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
#version 120 #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) for(int i = 0; i < linear_search_steps - 1; ++i)
{ {
depth += size; 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(best_depth > 0.996)
if(depth >= t) if(depth >= t)
best_depth = depth; 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) for(int i = 0; i < binary_search_steps; ++i)
{ {
size *= 0.5; 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) if(depth >= t)
{ {
best_depth = depth; 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), 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)); step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
finalColor *= ambient_light; finalColor *= ambient_light;
if (gl_Fog.density == 1.0) if (gl_Fog.density == 1.0)
fogFactor=1.0; fogFactor=1.0;

View file

@ -148,6 +148,7 @@ Started September 2000 by David Megginson, david@megginson.com
</headshake> </headshake>
<crop-shader userarchive="y">0</crop-shader> <crop-shader userarchive="y">0</crop-shader>
<landmass-shader userarchive="y">0</landmass-shader> <landmass-shader userarchive="y">0</landmass-shader>
<transition-shader userarchive="y">0</transition-shader>
<water-shader userarchive="y">0</water-shader> <water-shader userarchive="y">0</water-shader>
<urban-shader userarchive="y">0</urban-shader> <urban-shader userarchive="y">0</urban-shader>
<contrail-shader userarchive="y">0</contrail-shader> <contrail-shader userarchive="y">0</contrail-shader>