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

Conflicts:
	Aircraft/R22/Models/Effects/skin-reflect.eff
This commit is contained in:
syd 2011-12-13 08:49:37 -07:00
commit ce78e5c0a9
35 changed files with 3548 additions and 3339 deletions

View file

@ -0,0 +1,65 @@
<?xml version="1.0" encoding="UTF-8"?>
<!-- flight recorder configuration -->
<!-- NAV/COMM radio, matches Aircraft/Instruments-3d/kx165 -->
<PropertyList>
<signal>
<type>bool</type>
<property type="string">/instrumentation/comm[%i]/serviceable</property>
</signal>
<signal>
<type>bool</type>
<property type="string">/instrumentation/nav[%i]/serviceable</property>
</signal>
<signal>
<type>bool</type>
<property type="string">/instrumentation/nav[%i]/power-btn</property>
</signal>
<signal>
<type>bool</type>
<property type="string">/instrumentation/comm[%i]/frq-swap-btn</property>
</signal>
<signal>
<type>float</type>
<property type="string">/instrumentation/comm[%i]/frequencies/selected-mhz</property>
</signal>
<signal>
<type>float</type>
<property type="string">/instrumentation/comm[%i]/frequencies/standby-mhz</property>
</signal>
<signal>
<type>float</type>
<property type="string">/instrumentation/comm[%i]/volume</property>
</signal>
<signal>
<type>bool</type>
<property type="string">/instrumentation/comm[%i]/test-btn</property>
</signal>
<signal>
<type>bool</type>
<property type="string">/instrumentation/nav[%i]/frq-swap-btn</property>
</signal>
<signal>
<type>float</type>
<property type="string">/instrumentation/nav[%i]/frequencies/selected-mhz</property>
</signal>
<signal>
<type>float</type>
<property type="string">/instrumentation/nav[%i]/frequencies/standby-mhz</property>
</signal>
<signal>
<type>float</type>
<property type="string">/instrumentation/nav[%i]/volume</property>
</signal>
<signal>
<type>bool</type>
<property type="string">/instrumentation/nav[%i]/audio-btn</property>
</signal>
<signal>
<type>float</type>
<property type="string">/instrumentation/comm[%i]/dimming-norm</property>
</signal>
</PropertyList>

View file

@ -109,7 +109,7 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
@ -117,10 +117,9 @@
<predicate>
<and>
<property>/sim/rendering/shaders/water</property>
<!--<property>/sim/rendering/shader-effects</property>-->
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/quality-level</float-property>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<or>
<less-equal>
@ -492,7 +491,6 @@
<predicate>
<and>
<property>/sim/rendering/shaders/water</property>
<property>/sim/rendering/shaders/quality-level</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -37,7 +37,7 @@ in Aircraft/A320/Models/Effects/a320_bumpspec.eff ( or whatever, private to the
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/model</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -41,7 +41,7 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
@ -49,11 +49,7 @@
<technique n="9">
<predicate>
<and>
<!--<property>/sim/rendering/shader-effects</property>-->
<less-equal>
<value type="float">3.0</value>
<float-property>/sim/rendering/shaders/quality-level</float-property>
</less-equal>
<property>/sim/rendering/shaders/generic</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -16,7 +16,7 @@
<depth-factor type="float">0.01</depth-factor>
<canopy-height type="float">15.0</canopy-height>
<quality-level>
<use>/sim/rendering/shaders/quality-level</use>
<use>/sim/rendering/shaders/landmass</use>
</quality-level>
</parameters>
@ -37,7 +37,7 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
@ -50,8 +50,8 @@
<and>
<property>/sim/rendering/shaders/landmass</property>
<less-equal>
<value type="float">4.5</value>
<float-property>/sim/rendering/shaders/quality-level</float-property>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<or>
<less-equal>

View file

@ -9,13 +9,13 @@
<material>
<color-mode-uniform>1</color-mode-uniform> <!-- DIFFUSE -->
</material>
<condition><use>/sim/rendering/shader-effects</use></condition>
<condition><use>/sim/rendering/shader/generic</use></condition>
<factor>1</factor>
</parameters>
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/generic</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -12,8 +12,9 @@ please see Docs/README.model-combined.eff for documentation
<type>white</type>
</texture>
<!-- Normal Map -->
<normalmap_enabled type="int">0</normalmap_enabled>
<normalmap_dds type="int">0</normalmap_dds>
<normalmap-enabled type="int">0</normalmap-enabled>
<normalmap-dds type="int">0</normalmap-dds>
<normalmap-tiling type="float">1.0</normalmap-tiling>
<texture n="2">
<image>Aircraft/Generic/Effects/null_bumpspec.png</image>
<filter>linear-mipmap-linear</filter>
@ -22,16 +23,16 @@ please see Docs/README.model-combined.eff for documentation
<internal-format>normalized</internal-format>
</texture>
<!-- Light Map -->
<lightmap_enabled type="int">0</lightmap_enabled>
<lightmap_multi type="int">0</lightmap_multi>
<lightmap_factor type="float" n="0">1.0</lightmap_factor>
<lightmap_color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap_color>
<lightmap_factor type="float" n="1">1.0</lightmap_factor>
<lightmap_color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap_color>
<lightmap_factor type="float" n="2">1.0</lightmap_factor>
<lightmap_color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap_color>
<lightmap_factor type="float" n="3">1.0</lightmap_factor>
<lightmap_color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap_color>
<lightmap-enabled type="int">0</lightmap-enabled>
<lightmap-multi type="int">0</lightmap-multi>
<lightmap-factor type="float" n="0">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="1">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="2">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
<lightmap-factor type="float" n="3">1.0</lightmap-factor>
<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
<texture n="3">
<image>Aircraft/Generic/Effects/greymap.png</image>
<filter>linear-mipmap-linear</filter>
@ -40,10 +41,10 @@ please see Docs/README.model-combined.eff for documentation
<internal-format>normalized</internal-format>
</texture>
<!-- Reflection -->
<reflection_enabled type="int">0</reflection_enabled>
<reflection_correction type="float">0.0</reflection_correction>
<reflect_map_enabled type="int">0</reflect_map_enabled>
<reflection_dynamic type="int">0</reflection_dynamic>
<reflection-enabled type="int">0</reflection-enabled>
<reflection-correction type="float">0.0</reflection-correction>
<reflect-map-enabled type="int">0</reflect-map-enabled>
<reflection-dynamic type="int">0</reflection-dynamic>
<texture n="4">
<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
<filter>linear-mipmap-linear</filter>
@ -69,7 +70,7 @@ please see Docs/README.model-combined.eff for documentation
<!-- END 6 image cube map -->
</texture>
<!-- Reflection fresnel -->
<reflection_fresnel type="float">0.1</reflection_fresnel>
<reflection-fresnel type="float">0.1</reflection-fresnel>
<texture n="6">
<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
<filter>linear-mipmap-linear</filter>
@ -78,7 +79,7 @@ please see Docs/README.model-combined.eff for documentation
<internal-format>normalized</internal-format>
</texture>
<!-- Reflection rainbow -->
<reflection_rainbow type="float">0.01</reflection_rainbow>
<reflection-rainbow type="float">0.01</reflection-rainbow>
<texture n="7">
<image>Aircraft/Generic/Effects/Rainbow.png</image>
<filter>linear-mipmap-linear</filter>
@ -86,12 +87,16 @@ please see Docs/README.model-combined.eff for documentation
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<reflection_noise type="float">0.25</reflection_noise>
<reflection-noise type="float">0.25</reflection-noise>
<!-- END Reflection -->
<!-- Dirt -->
<dirt-enabled type="int">0</dirt-enabled>
<dirt-color type="vec3d">0.0 0.0 0.0</dirt-color>
<dirt-factor type="float">0.0</dirt-factor>
<!-- ambient correction -->
<ambient_correction type="float">0.05</ambient_correction>
<ambient-correction type="float">0.05</ambient-correction>
<!-- quality slider -->
<shader_quality type="int">2</shader_quality>
<shader-quality type="int">2</shader-quality>
<!--<use>/sim/rendering/shaders/model</use>
</quality>-->
<rendering-hint>opaque</rendering-hint>
@ -102,15 +107,15 @@ please see Docs/README.model-combined.eff for documentation
</render-bin>
<!-- INTERNAL USE -->
<shade-model>smooth</shade-model>
<model_hdg>
<model-hdg>
<use>orientation/model/heading-deg</use>
</model_hdg>
<model_pitch>
</model-hdg>
<model-pitch>
<use>orientation/model/pitch-deg</use>
</model_pitch>
<model_roll>
</model-pitch>
<model-roll>
<use>orientation/model/roll-deg</use>
</model_roll>
</model-roll>
<!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
@ -128,7 +133,7 @@ please see Docs/README.model-combined.eff for documentation
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
@ -142,7 +147,6 @@ please see Docs/README.model-combined.eff for documentation
<predicate>
<and>
<property>/sim/rendering/shaders/model</property>
<property>/sim/rendering/shaders/quality-level</property>
<or>
<less-equal>
<value type="float">2.0</value>
@ -424,7 +428,7 @@ please see Docs/README.model-combined.eff for documentation
<name>nmap_enabled</name>
<type>int</type>
<value>
<use>normalmap_enabled</use>
<use>normalmap-enabled</use>
</value>
</uniform>
@ -433,7 +437,15 @@ please see Docs/README.model-combined.eff for documentation
<name>nmap_dds</name>
<type>int</type>
<value>
<use>normalmap_dds</use>
<use>normalmap-dds</use>
</value>
</uniform>
<uniform>
<name>nmap_tile</name>
<type>int</type>
<value>
<use>normalmap-tiling</use>
</value>
</uniform>
@ -443,7 +455,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_enabled</name>
<type>int</type>
<value>
<use>lightmap_enabled</use>
<use>lightmap-enabled</use>
</value>
</uniform>
<!-- lightmap is multichannel -->
@ -451,7 +463,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_multi</name>
<type>int</type>
<value>
<use>lightmap_multi</use>
<use>lightmap-multi</use>
</value>
</uniform>
@ -459,7 +471,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_r_factor</name>
<type>float</type>
<value>
<use>lightmap_factor[0]</use>
<use>lightmap-factor[0]</use>
</value>
</uniform>
@ -467,7 +479,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_r_color</name>
<type>float-vec3</type>
<value>
<use>lightmap_color[0]</use>
<use>lightmap-color[0]</use>
</value>
</uniform>
@ -475,7 +487,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_g_factor</name>
<type>float</type>
<value>
<use>lightmap_factor[1]</use>
<use>lightmap-factor[1]</use>
</value>
</uniform>
@ -483,7 +495,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_g_color</name>
<type>float-vec3</type>
<value>
<use>lightmap_color[1]</use>
<use>lightmap-color[1]</use>
</value>
</uniform>
@ -491,7 +503,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_b_factor</name>
<type>float</type>
<value>
<use>lightmap_factor[2]</use>
<use>lightmap-factor[2]</use>
</value>
</uniform>
@ -499,7 +511,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_b_color</name>
<type>float-vec3</type>
<value>
<use>lightmap_color[2]</use>
<use>lightmap-color[2]</use>
</value>
</uniform>
@ -507,7 +519,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_a_factor</name>
<type>float</type>
<value>
<use>lightmap_factor[3]</use>
<use>lightmap-factor[3]</use>
</value>
</uniform>
@ -515,7 +527,7 @@ please see Docs/README.model-combined.eff for documentation
<name>lightmap_a_color</name>
<type>float-vec3</type>
<value>
<use>lightmap_color[3]</use>
<use>lightmap-color[3]</use>
</value>
</uniform>
@ -524,7 +536,7 @@ please see Docs/README.model-combined.eff for documentation
<name>refl_enabled</name>
<type>int</type>
<value>
<use>reflection_enabled</use>
<use>reflection-enabled</use>
</value>
</uniform>
<!-- reflection correction -->
@ -532,7 +544,7 @@ please see Docs/README.model-combined.eff for documentation
<name>refl_correction</name>
<type>float</type>
<value>
<use>reflection_correction</use>
<use>reflection-correction</use>
</value>
</uniform>
@ -541,7 +553,7 @@ please see Docs/README.model-combined.eff for documentation
<name>refl_map</name>
<type>int</type>
<value>
<use>reflect_map_enabled</use>
<use>reflect-map-enabled</use>
</value>
</uniform>
<!-- reflection is dynamic -->
@ -549,7 +561,7 @@ please see Docs/README.model-combined.eff for documentation
<name>refl_dynamic</name>
<type>int</type>
<value>
<use>reflection_dynamic</use>
<use>reflection-dynamic</use>
</value>
</uniform>
@ -558,7 +570,7 @@ please see Docs/README.model-combined.eff for documentation
<name>refl_rainbow</name>
<type>float</type>
<value>
<use>reflection_rainbow</use>
<use>reflection-rainbow</use>
</value>
</uniform>
@ -567,7 +579,7 @@ please see Docs/README.model-combined.eff for documentation
<name>refl_fresnel</name>
<type>float</type>
<value>
<use>reflection_fresnel</use>
<use>reflection-fresnel</use>
</value>
</uniform>
@ -576,16 +588,40 @@ please see Docs/README.model-combined.eff for documentation
<name>refl_noise</name>
<type>float</type>
<value>
<use>reflection_noise</use>
<use>reflection-noise</use>
</value>
</uniform>
<!-- dirt -->
<uniform>
<name>dirt_enabled</name>
<type>int</type>
<value>
<use>dirt-enabled</use>
</value>
</uniform>
<uniform>
<name>dirt_color</name>
<type>float-vec3</type>
<value>
<use>dirt-color</use>
</value>
</uniform>
<uniform>
<name>dirt_factor</name>
<type>float</type>
<value>
<use>dirt-factor</use>
</value>
</uniform>
<!-- set the amount of ambient light correction 0.0 - 1.0 -->
<uniform>
<name>amb_correction</name>
<type>float</type>
<value>
<use>ambient_correction</use>
<use>ambient-correction</use>
</value>
</uniform>
<!-- shader quality -->
@ -593,7 +629,7 @@ please see Docs/README.model-combined.eff for documentation
<name>shader_qual</name>
<type>int</type>
<value>
<use>shader_quality</use>
<use>shader-quality</use>
</value>
</uniform>
@ -601,7 +637,7 @@ please see Docs/README.model-combined.eff for documentation
<name>hdg</name>
<type>float</type>
<value>
<use>model_hdg</use>
<use>model-hdg</use>
</value>
</uniform>
@ -609,7 +645,7 @@ please see Docs/README.model-combined.eff for documentation
<name>pitch</name>
<type>float</type>
<value>
<use>model_pitch</use>
<use>model-pitch</use>
</value>
</uniform>
@ -617,7 +653,7 @@ please see Docs/README.model-combined.eff for documentation
<name>roll</name>
<type>float</type>
<value>
<use>model_roll</use>
<use>model-roll</use>
</value>
</uniform>

View file

@ -28,14 +28,14 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/generic</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -8,7 +8,7 @@
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/clouds3d-enable</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>

View file

@ -123,7 +123,7 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
</parameters>
@ -135,7 +135,7 @@ EXAMPLES: You can find examples of both usages in the Hunter and Lightning model
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/model</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -114,7 +114,7 @@
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/model</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -51,10 +51,9 @@
<shade-model>smooth</shade-model>
<rainbowiness type="float">0.01</rainbowiness>
<fresneliness>0.01</fresneliness>
<noisiness>0.01</noisiness>
<noisiness>0.15</noisiness>
<!-- <refl_correction>0.0</refl_correction> -->
<ambient_correction>0.01</ambient_correction>
<reflect_map>1</reflect_map>
<ambient_correction>-0.15</ambient_correction>
<normalmap_dds>1</normalmap_dds>
<vertex-program-two-side type="bool">false</vertex-program-two-side>
<cull-face>back</cull-face>
@ -79,7 +78,7 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
@ -90,7 +89,7 @@
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/generic</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -36,7 +36,6 @@
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/skydome</property>
<or>
<less-equal>

View file

@ -51,7 +51,7 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
</parameters>
<!-- put techniques at a "high" index to allow derived effects to
@ -59,7 +59,7 @@
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/generic</property>
<or>
<less-equal>

View file

@ -8,7 +8,7 @@
<technique n="10">
<predicate>
<and>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/generic</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>

View file

@ -80,7 +80,7 @@ parameters :
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
@ -94,7 +94,6 @@ parameters :
<predicate>
<and>
<property>/sim/rendering/shaders/transition</property>
<property>/sim/rendering/shaders/quality-level</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -33,14 +33,13 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<technique n="10">
<predicate>
<and>
<!--<property>/sim/rendering/shader-effects</property>-->
<property>/sim/rendering/random-vegetation</property>
<less-equal>
<value type="float">1.0</value>

View file

@ -29,7 +29,7 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
@ -43,12 +43,10 @@
<predicate>
<and>
<property>/sim/rendering/shaders/urban</property>
<property>/sim/rendering/shaders/quality-level</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/urban</float-property>
</less-equal>
<and>
<or>
<less-equal>
<value type="float">2.0</value>
@ -66,7 +64,6 @@
<extension-supported>GL_ARB_shader_texture_lod</extension-supported>
</or>
</and>
</and>
</predicate>
<pass>
<lighting>true</lighting>
@ -290,12 +287,10 @@
<predicate>
<and>
<property>/sim/rendering/shaders/urban</property>
<!--<property>/sim/rendering/shader-effects</property>-->
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/quality-level</float-property>
<float-property>/sim/rendering/shaders/urban</float-property>
</less-equal>
<and>
<or>
<less-equal>
<value type="float">2.0</value>
@ -308,11 +303,7 @@
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
<or>
<extension-supported>GL_ATI_shader_texture_lod</extension-supported>
<extension-supported>GL_ARB_shader_texture_lod</extension-supported>
</or>
</and>
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
</and>
</predicate>
<pass>

View file

@ -66,18 +66,17 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/water-shader</property>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/water</property>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/quality-level</float-property>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<or>
<less-equal>
@ -310,8 +309,7 @@
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/water-shader</property>
<property>/sim/rendering/shader-effects</property>
<property>/sim/rendering/shaders/water</property>
<or>
<less-equal>
<value type="float">2.0</value>

View file

@ -125,7 +125,7 @@
<use>/environment/terminator-relative-position-m</use>
</terminator>
<fogtype>
<use>/sim/rendering/scattering-shader</use>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<!-- END fog include -->
</parameters>

View file

@ -12,6 +12,7 @@ $Id$
<PropertyList>
<name>applesmc</name>
<name>ST LIS3LV02DL Accelerometer</name>
<name>ST LIS3L V02DL Accelerometer</name>

View file

@ -101,8 +101,10 @@ via raw HID support.
$ mkdir -p ~/.fgfs/Nasal
$ cp $FG_ROOT/Nasal/IOrules ~/.fgfs/Nasal
Now add these two lines there:
Now add these four lines there:
READ ALLOW /dev/input/hidraw/Thustmaster_Joystick_-_HOTAS_Warthog
READ ALLOW /dev/input/hidraw/Thrustmaster_Throttle_-_HOTAS_Warthog
WRITE ALLOW /dev/input/hidraw/Thustmaster_Joystick_-_HOTAS_Warthog
WRITE ALLOW /dev/input/hidraw/Thrustmaster_Throttle_-_HOTAS_Warthog

View file

@ -9,10 +9,13 @@
<PropertyList>
<nasal>
<script>
contains(caller(0)[0], "stick") and removelistener(stick.listener);
var stick = {
init: func {
me.x = me.y = 0;
jslistener("/input/joysticks/stick-angle", func(n) {
var a = props.globals.initNode("/input/joysticks/stick-angle");
me.listener = setlistener(a, func(n) {
me.angle = n.getValue() * D2R;
me.sin = math.sin(me.angle);
me.cos = math.cos(me.angle);
@ -32,6 +35,7 @@
setprop("/controls/flight/elevator", me.y * me.cos - me.x * me.sin);
},
};
stick.init();
</script>
</nasal>

View file

@ -1034,9 +1034,15 @@ var HUD = {
init: func {
me.vis1N = props.globals.getNode("/sim/hud/visibility[1]", 1);
me.currcolN = props.globals.getNode("/sim/hud/current-color", 1);
me.currentPathN = props.globals.getNode("/sim/hud/current-path", 1);
me.hudN = props.globals.getNode("/sim/hud", 1);
me.paletteN = props.globals.getNode("/sim/hud/palette", 1);
me.brightnessN = props.globals.getNode("/sim/hud/color/brightness", 1);
me.currentN = me.vis1N;
# keep compatibility with earlier version of FG - hud/path[1] is
# the default Hud
me.currentPathN.setIntValue(1);
},
cycle_color: func { # h-key
if (!me.currentN.getBoolValue()) # if off, turn on
@ -1057,10 +1063,16 @@ var HUD = {
me.brightnessN.setValue(br > 0.01 ? br : 1);
},
normal_type: func { # i-key
me.currentPathN.setIntValue(1);
},
cycle_type: func { # I-key
var i = me.currentPathN.getValue() + 1;
if (i < 1 or i > size(me.hudN.getChildren("path"))) {
# back to the start
me.currentPathN.setIntValue(1);
} else {
me.currentPathN.setIntValue(i);
}
},
is_active: func {
me.vis1N.getValue();

View file

@ -8,7 +8,6 @@ varying vec3 rawpos;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 Normal;
varying vec3 vViewVec;
varying vec3 reflVec;
@ -29,7 +28,6 @@ uniform float rainbowiness;
uniform float fresneliness;
uniform float noisiness;
uniform float ambient_correction;
uniform float reflect_map;
uniform float normalmap_dds;
//uniform int fogType;
@ -44,102 +42,98 @@ vec3 fog_Func(vec3 color, int type);
void main (void)
{
vec3 halfV;
float NdotL, NdotHV;
//vec3 halfV;
//float NdotL, NdotHV;
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * 8.0);
vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0);
vec4 specNoise = texture3D(Noise, rawpos.xyz * 0.0045);
vec4 noisevec = texture3D(Noise, rawpos.xyz);
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec3 N;
float pf;
// vec4 color = gl_Color;
//vec4 specular = vec4(0.0);
vec4 color = gl_Color;
vec4 specular = vec4(0.0);
vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st * 16.0);
vec3 n = ns.rgb * 2.0 - 1.0;
n = normalize(n.x * VTangent + n.y * VBinormal + n.z * VNormal);
N = nmap.rgb * 2.0 - 1.0;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
if (normalmap_dds > 0)
N = -N;
//fix dds normal
if (normalmap_dds > 0.0) {
n = -n;
}
NdotL = max(0.0, dot(n, lightDir));
// calculate the specular light
if (NdotL > 0.0) {
color += Diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n, halfV), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb * ns.a
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess + 128 * spec_adjust));
}
float refl_correction = spec_adjust * 1.9 - 1.0;
float shininess = max (0.35, refl_correction);
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
if (nDotVP == 0.0)
pf = 0.0;
else
pf = pow(nDotHV, /*gl_FrontMaterial.*/shininess);
vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
vec4 Specular = /*gl_FrontMaterial.specular*/ vec4(vec3(0.5*shininess), 1.0)* gl_LightSource[0].specular * pf;
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
color += Specular * /*gl_FrontMaterial.specular*/ vec4(vec3(0.5*shininess), 1.0) * nmap.a;
//color.a = alpha;
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
//vec4 texelcolor = color * texel + specular;
color.a = texel.a * alpha;
color = clamp(color, 0.0, 1.0);
// calculate the fog factor
//const float LOG2 = 1.442695;
//float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
//fogFactor = clamp(fogFactor, 0.0, 1.0);
//if(gl_Fog.density == 1.0)
// fogFactor=1.0;
vec3 normal = normalize(VNormal);
vec3 viewVec = normalize(vViewVec);
// Map a rainbowish color
float v = dot(viewVec, normal);
float v = dot(viewVec, normalize(VNormal));
vec4 rainbow = texture2D(Rainbow, vec2(v, 0.0));
// Map a fresnel effect
vec4 fresnel = texture2D(Fresnel, vec2(v, 0.0));
// map the refection of the environment
vec4 reflection = textureCube(Environment, reflVec);
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
float refl_correction = spec_adjust * 1.7 - 1.0;
// set the user shininess offset
float transparency_offset = clamp(refl_correction, -1.0, 1.0);
float reflFactor = 0.0;
vec4 map = texture2D(Map, gl_TexCoord[0].st * 8.0);
if(reflect_map > 0.0){
// map the shininess of the object with user input
//float pam = (map.a * -2) + 1; //reverse map
reflFactor = map.a *(1.0- n.z) + transparency_offset;
} else {
// set the reflectivity proportional to shininess with user input
reflFactor = (gl_FrontMaterial.shininess / 128.0) + transparency_offset;
}
//vec4 specNoise1 = texture3D(Noise, rawpos.xyz*0.001);
reflFactor = clamp(reflFactor, 0.0, 0.75);
float MixFactor = specNoise.r * specNoise.g * specNoise.b * 350.0;
//MixFactor *= specNoise1.r;
MixFactor = 0.75 * smoothstep(0.0, 1.0, MixFactor);
reflFactor = max(map.a * (texel.r + texel.g), 1.0 - MixFactor) * (1.0- N.z) + transparency_offset ;
//reflFactor = clamp(reflFactor, 0.0, 0.75);
reflFactor =0.75 * smoothstep(0.05, 1.0, reflFactor);
// set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(ambient_correction, -1.0, 1.0);
vec4 ambient_Correction = vec4(gl_LightSource[0].ambient.rg, gl_LightSource[0].ambient.b * 0.6, 0.5) * ambient_offset ;
ambient_Correction = clamp(ambient_Correction, -1.0, 1.0);
// map noise vector
vec4 noisevec = texture3D(Noise, rawpos.xyz);
// add fringing fresnel and rainbow effects and modulate by reflection
vec4 reflcolor = mix(reflection, rainbow, rainbowiness * v);
reflcolor += Specular * nmap.a;
vec4 reflfrescolor = mix(reflcolor, fresnel, fresneliness * v);
vec4 noisecolor = mix(reflfrescolor, noisevec, noisiness);
vec4 raincolor = vec4(noisecolor.rgb * reflFactor, 1.0);
raincolor += Specular * nmap.a;
vec4 mixedcolor = mix(texel, raincolor, reflFactor);
// the final reflection
vec4 reflColor = vec4(color.rgb * mixedcolor.rgb + specular.rgb + ambient_Correction.rgb, color.a);
vec4 fragColor = vec4(color.rgb * mixedcolor.rgb + ambient_Correction.rgb, color.a);
fragColor += Specular * nmap.a;
reflColor = clamp(reflColor, 0.0, 1.0);
vec4 fragColor = reflColor;
fragColor.rgb = fog_Func(fragColor.rgb, fogType);
gl_FragColor = fragColor;
}

View file

@ -25,11 +25,13 @@ uniform sampler3D ReflNoiseTex;
uniform int nmap_enabled;
uniform int nmap_dds;
uniform int nmap_tile;
uniform int refl_enabled;
uniform int refl_map;
uniform int lightmap_enabled;
uniform int lightmap_multi;
uniform int shader_qual;
uniform int dirt_enabled;
uniform float lightmap_r_factor;
uniform float lightmap_g_factor;
@ -40,12 +42,15 @@ uniform float refl_fresnel;
uniform float refl_rainbow;
uniform float refl_noise;
uniform float amb_correction;
uniform float dirt_factor;
uniform vec3 lightmap_r_color;
uniform vec3 lightmap_g_color;
uniform vec3 lightmap_b_color;
uniform vec3 lightmap_a_color;
uniform vec3 dirt_color;
///fog include//////////////////////
uniform int fogType;
vec3 fog_Func(vec3 color, int type);
@ -54,10 +59,9 @@ vec3 fog_Func(vec3 color, int type);
void main (void)
{
vec4 texel = texture2D(BaseTex, gl_TexCoord[0].st);
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st);
vec4 nmap = texture2D(NormalTex, gl_TexCoord[0].st * nmap_tile);
vec4 reflmap = texture2D(ReflMapTex, gl_TexCoord[0].st);
vec4 noisevec = texture3D(ReflNoiseTex, rawpos.xyz);
vec4 reflection = textureCube(Environment, reflVec);
vec4 lightmapTexel = texture2D(LightMapTex, gl_TexCoord[0].st);
vec3 mixedcolor;
@ -74,6 +78,7 @@ void main (void)
N = normalize(VNormal);
}
///END bump
vec4 reflection = textureCube(Environment, reflVec * dot(N,VNormal));
vec3 viewVec = normalize(vViewVec);
float v = dot(viewVec, normalize(VNormal));// Map a rainbowish color
vec4 fresnel = texture2D(ReflFresnelTex, vec2(v, 0.0));
@ -81,6 +86,11 @@ void main (void)
float nDotVP = max(0.0, dot(N, normalize(gl_LightSource[0].position.xyz)));
float nDotHV = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
//glare on the backside of tranparent objects
if ((gl_FrontMaterial.diffuse.a < 1.0 || texel.a < 1.0) && dot(N, normalize(gl_LightSource[0].position.xyz)) < 0.0) {
nDotVP = max(0.0, dot(-N, normalize(gl_LightSource[0].position.xyz)));
nDotHV = max(0.0, dot(-N, normalize(gl_LightSource[0].halfVector.xyz)));
}
if (nDotVP == 0.0)
pf = 0.0;
@ -93,9 +103,10 @@ void main (void)
vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
color += Specular * gl_FrontMaterial.specular * nmap.a;
color = clamp( color, 0.0, 1.0 );
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
//BEGIN reflect
//////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
if (refl_enabled > 0 && shader_qual > 0){
float reflFactor;
float transparency_offset = clamp(refl_correction, -1.0, 1.0);// set the user shininess offset
@ -124,9 +135,9 @@ void main (void)
} else {
mixedcolor = texel.rgb;
}
///////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
//END reflect
///////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////
// set ambient adjustment to remove bluiness with user input
float ambient_offset = clamp(amb_correction, -1.0, 1.0);
@ -135,6 +146,20 @@ void main (void)
color.a = texel.a * alpha;
vec4 fragColor = vec4(color.rgb * mixedcolor + ambient_Correction.rgb, color.a);
//////////////////////////////////////////////////////////////////////
//begin DIRT
//////////////////////////////////////////////////////////////////////
if (dirt_enabled > 0.0){
vec3 dirtColor = dirt_color * noisevec.rgb;
float dirtFactor = reflmap.r * dirt_factor;
dirtFactor = smoothstep(0.0, 1.0, dirtFactor);
fragColor.rgb = mix(fragColor.rgb, dirtColor, dirtFactor);
}
//////////////////////////////////////////////////////////////////////
//END Dirt
//////////////////////////////////////////////////////////////////////
fragColor += Specular * nmap.a;
//////////////////////////////////////////////////////////////////////

BIN
Sounds/avionics-400Hz.wav Normal file

Binary file not shown.

View file

@ -309,5 +309,6 @@
<trace-read-desc>Trace the reads for a property;</trace-read-desc>
<trace-write-desc>Trace the writes for a property;</trace-write-desc>
<log-level-desc>Specify which logging level to use</log-level-desc>
<log-class-desc>Specify which logging class(es) to use</log-class-desc>
</PropertyList>

View file

@ -171,7 +171,7 @@
<checkbox>
<halign>left</halign>
<label>Random objects (triggers scenery reload)</label>
<label>Random objects</label>
<name>random-objects</name>
<property>/sim/rendering/random-objects</property>
<binding>
@ -342,6 +342,21 @@
</hrule>
</group>
<group>
<layout>vbox</layout>
<padding>4</padding>
<text>
<padding>0</padding>
<label>This slider overrides custom settings as set in</label>
<halign>left</halign>
</text>
<text>
<padding>0</padding>
<label>the (advanced) Shader Options dialog.</label>
<halign>left</halign>
</text>
</group>
<group>
<layout>hbox</layout>
@ -375,9 +390,6 @@
<layout>hbox</layout>
<button>
<legend>Shader Options</legend>
<enable>
<property>/sim/rendering/shaders/quality-level</property>
</enable>
<binding>
<command>dialog-show</command>
<dialog-name>shaders</dialog-name>
@ -399,7 +411,6 @@
<green>0.6</green>
<blue>0.6</blue>
</color>
</text>
<text>
<visible>
@ -604,6 +615,25 @@
<nasal>
<open>
gui.enable_widgets(cmdarg(), "shadows-debug", getprop("/sim/gui/devel-widgets"));
# overwrite custom shader settings on quality-slider input
_setlistener("/sim/rendering/shaders/quality-level", func {
var qualityLevel = getprop("/sim/rendering/shaders/quality-level");
setprop("/sim/rendering/shaders/landmass",qualityLevel);
setprop("/sim/rendering/shaders/urban",qualityLevel);
setprop("/sim/rendering/shaders/water",qualityLevel);
if (qualityLevel >= 1.0){
qualityLevel = 1.0;
}
else {
qualityLevel = 0.0;
}
setprop("/sim/rendering/shaders/contrails",qualityLevel);
setprop("/sim/rendering/shaders/crop",qualityLevel);
setprop("/sim/rendering/shaders/generic",qualityLevel);
setprop("/sim/rendering/shaders/model",qualityLevel);
setprop("/sim/rendering/shaders/transition",qualityLevel);
});
</open>
</nasal>
</PropertyList>

View file

@ -52,6 +52,14 @@
<layout>vbox</layout>
<halign>left</halign>
<text>
<halign>left</halign>
<label>Generic</label>
<enable>
<property>/sim/rendering/shaders/generic</property>
</enable>
</text>
<text>
<halign>left</halign>
<label>Crop</label>
@ -108,18 +116,32 @@
</enable>
</text>
</group>
<group>
<layout>vbox</layout>
<slider>
<name>generic</name>
<min>0.0</min>
<max>1.0</max>
<step>1.0</step>
<fraction>0.5</fraction>
<live>true</live>
<property>/sim/rendering/shaders/generic</property>
<binding>
<command>dialog-apply</command>
<object-name>generic</object-name>
</binding>
</slider>
<slider>
<name>crop</name>
<min>0.0</min>
<max>1.0</max>
<step>1.0</step>
<fraction>0.5</fraction>
<live>true</live>
<property>/sim/rendering/shaders/crop</property>
<binding>
<command>dialog-apply</command>
@ -130,9 +152,10 @@
<slider>
<name>landmass</name>
<min>0.0</min>
<max>1.0</max>
<max>5.0</max>
<step>1.0</step>
<fraction>0.5</fraction>
<fraction>0.17</fraction>
<live>true</live>
<property>/sim/rendering/shaders/landmass</property>
<binding>
<command>dialog-apply</command>
@ -146,6 +169,7 @@
<max>1.0</max>
<step>1.0</step>
<fraction>0.5</fraction>
<live>true</live>
<property>/sim/rendering/shaders/contrails</property>
<binding>
<command>dialog-apply</command>
@ -159,6 +183,7 @@
<max>1.0</max>
<step>1.0</step>
<fraction>0.5</fraction>
<live>true</live>
<property>/sim/rendering/shaders/transition</property>
<binding>
<command>dialog-apply</command>
@ -169,9 +194,10 @@
<slider>
<name>model</name>
<min>0.0</min>
<max>1.0</max>
<max>3.0</max>
<step>1.0</step>
<fraction>0.5</fraction>
<fraction>0.25</fraction>
<live>true</live>
<property>/sim/rendering/shaders/model</property>
<binding>
<command>dialog-apply</command>
@ -185,6 +211,7 @@
<max>5.0</max>
<step>1.0</step>
<fraction>0.17</fraction>
<live>true</live>
<property>/sim/rendering/shaders/urban</property>
<binding>
<command>dialog-apply</command>
@ -198,6 +225,7 @@
<max>5.0</max>
<step>1.0</step>
<fraction>0.17</fraction>
<live>true</live>
<property>/sim/rendering/shaders/water</property>
<binding>
<command>dialog-apply</command>

View file

@ -273,6 +273,28 @@
<property>/sim/sound/enabled</property>
</enable>
</checkbox>
<text>
<row>6</row>
<col>0</col>
<label>AI/MP</label>
<halign>left</halign>
<enable>
<property>/sim/sound/enabled</property>
</enable>
</text>
<checkbox>
<row>6</row>
<col>1</col>
<property>/sim/sound/aimodels/enabled</property>
<binding>
<command>dialog-apply</command>
</binding>
<enable>
<property>/sim/sound/enabled</property>
</enable>
</checkbox>
</group>
<hrule/>

View file

@ -685,7 +685,6 @@ top down before the key bindings are parsed.
</binding>
</key>
<!-- no longer used
<key n="73">
<name>I</name>
<desc>Switch to and toggle alternative HUD types</desc>
@ -693,7 +692,7 @@ top down before the key bindings are parsed.
<command>nasal</command>
<script>aircraft.HUD.cycle_type()</script>
</binding>
</key> -->
</key>
<key n="77">
<name>M</name>
@ -908,7 +907,6 @@ top down before the key bindings are parsed.
</binding>
</key>
<!-- no longer used
<key n="105">
<name>i</name>
<desc>Normal HUD</desc>
@ -917,7 +915,6 @@ top down before the key bindings are parsed.
<script>aircraft.HUD.normal_type()</script>
</binding>
</key>
-->
<key n="106">
<name>j</name>

View file

@ -565,13 +565,23 @@ Shared parameters for various materials.
<material>
<name>pc_taxiway</name>
<name>dirt_rwytaxiway</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_taxiway.dds</texture>
</material>
<material>
<name>pc_tiedown</name>
<name>dirt_rwytiedown</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_tiedown.dds</texture>
<xsize>200</xsize>
<ysize>200</ysize>
</material>
<material>
@ -597,6 +607,10 @@ Shared parameters for various materials.
<material>
<name>pc_threshold</name>
<name>dirt_rwythreshold</name>
<effect>Effects/runway</effect>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_threshold.dds</texture>
<wrapu>false</wrapu>
<wrapv>false</wrapv>
@ -1015,9 +1029,6 @@ Shared parameters for various materials.
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_shoulder.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
@ -1041,9 +1052,6 @@ Shared parameters for various materials.
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_shoulder.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
@ -1067,9 +1075,6 @@ Shared parameters for various materials.
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pa_shoulder_f.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
@ -1093,9 +1098,6 @@ Shared parameters for various materials.
<b>0.1</b>
<a>1.0</a>
</specular>
<shininess>
<use>/environment/rain-norm</use>
</shininess>
<texture>Runway/pc_shoulder_f.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
@ -1320,7 +1322,7 @@ Shared parameters for various materials.
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<property>sim/rendering/urban-shader</property>
<property>sim/rendering/shaders/urban</property>
</and>
</condition>
<name>BuiltUpCover</name>
@ -1421,7 +1423,7 @@ Shared parameters for various materials.
<property>sim/startup/season</property>
<value>summer</value>
</equals>
<property>sim/rendering/urban-shader</property>
<property>sim/rendering/shaders/urban</property>
</and>
</condition>
<!--<name>BuiltUpCover</name>
@ -1514,7 +1516,7 @@ Shared parameters for various materials.
<value>summer</value>
</equals>
<not>
<property>sim/rendering/urban-shader</property>
<property>sim/rendering/shaders/urban</property>
</not>
</condition>
<name>BuiltUpCover</name>
@ -1607,7 +1609,7 @@ Shared parameters for various materials.
<value>summer</value>
</equals>
<not>
<property>sim/rendering/urban-shader</property>
<property>sim/rendering/shaders/urban</property>
</not>
</condition>
<name>Construction</name>
@ -1829,7 +1831,6 @@ Shared parameters for various materials.
<bumpiness>0.6</bumpiness>
</material>
<material>
<condition>
<equals>
@ -3667,7 +3668,6 @@ Shared parameters for various materials.
<!-- runway and taxiway signs -->
<material>
<name>YellowSign.unlighted</name>
<texture>Signs/yellow.dds</texture>

View file

@ -1150,6 +1150,12 @@
<description>strings/log-level-desc</description>
</option>
<option>
<name>log-class</name>
<arg>[ai,environment,flight,general,io,network,sound,terrain,...]</arg>
<description>strings/log-class-desc</description>
</option>
<option>
<name>trace-read</name>
<arg>property</arg>

View file

@ -68,10 +68,11 @@ Started September 2000 by David Megginson, david@megginson.com
<realism type="int">5</realism>
<filtering type="int">8</filtering>
<shaders>
<model type="float" userarchive="y">1.0</model>
<crop type="float" userarchive="y">1.0</crop>
<generic type="float" userarchive="y">1.0</generic>
<landmass type="float" userarchive="y">1.0</landmass>
<model type="float" userarchive="y">1.0</model>
<contrails type="float" userarchive="y">1.0</contrails>
<crop type="float" userarchive="y">1.0</crop>
<skydome type="bool" userarchive="y">false</skydome>
<transition type="float" userarchive="y">1.0</transition>
<urban type="float" userarchive="y">1.0</urban>
@ -305,6 +306,9 @@ Started September 2000 by David Megginson, david@megginson.com
<festival type="bool">true</festival>
</voice>
</voices>
<aimodels>
<enabled type="bool" userarchive="y">false</enabled>
</aimodels>
</sound>
<speed-up type="double">1.0</speed-up>
<current-view>
@ -324,6 +328,9 @@ Started September 2000 by David Megginson, david@megginson.com
</panel_2>
<hud>
<path n="1">Huds/default.xml</path>
<path n="2">Huds/NTPS.xml</path>
<path n="3">Huds/minimal.xml</path>
<!-- new HUD -->
<visibility n="1"
type="bool">false</visibility>