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327 commits

Author SHA1 Message Date
scttgs0
b990de866b [Textures/Runway] PNG compression 2023-04-23 03:25:24 -05:00
scttgs0
387d1a3d94 [Textures/osm2city] PNG compression 2023-04-23 03:23:44 -05:00
scttgs0
6d03eb190f [Textures] PNG compression and iCCP removal 2023-04-17 15:58:44 -05:00
Erik Hofman
c64130fc4c Remove all wave features from water textures. let shaders handle it. 2023-04-09 14:20:50 +02:00
Erik Hofman
3b282843eb Remove unused DDS texture files. They'll get moved to the FGAddon attic. 2023-02-21 09:58:01 +01:00
Rick Gruber-Riemer
db6f223e55 Materials plus new texture for osm2city trees 2023-01-15 17:06:55 +00:00
Stuart Buchanan
98fda02e65 WS30: Combined land and water shader
Previously the water shader was separate and executed on a
different mesh.

This adds the water shader as a separate fragment function
(ws30-water.frag) and uses a material parameter passed in
as a Uniform to use it in preference to the usual texel
lookup.

Performance testing found a slight performance improvement
from having a single mesh, but a slight performance impact
from the extra fragment shader complexity.
2022-02-05 15:24:02 +00:00
Stuart Buchanan
a06298055a MR269 - Added the Milky Way onto the night sky
from Chris RINGEVAL

https://sourceforge.net/p/flightgear/fgdata/merge-requests/269/

Squashed commit of the following:

commit 23194c0fed49609999b4da67b2990af774f7df03
Author: Chris Ringeval <eatdirt@protonmail.com>
Date:   Sun Jan 30 23:52:09 2022 +0100

    Remove CC-BY-SA 3.0 texture provided by EAS and replace it with one made by myself

commit cb30c7972ba3db6b4cb4ad5f9dcd12d7e0ddbc1a
Author: Chris Ringeval <eatdirt@protonmail.com>
Date:   Sun Dec 5 15:49:31 2021 +0100

    Optimize shaders for vram usage and use new uniforms

commit 7541e49c6757a23b08684f1c4354e84b9af3bcc3
Author: Chris Ringeval <eatdirt@protonmail.com>
Date:   Thu Dec 2 17:22:55 2021 +0100

    Reduce the oversized galaxy texture to 400kB

commit 0e6591907a9978077dc6dff1b53dea7c439a6cc4
Author: Chris Ringeval <eatdirt@protonmail.com>
Date:   Tue Nov 30 23:49:24 2021 +0100

    Add Milky Way onto the night sky
2022-02-01 16:19:35 +00:00
Erik Hofman
d240a9b138 Improved frozen-lake texture without snow 2021-12-25 10:55:09 +01:00
Erik Hofman
a1dab5709f Add a frozen-lake texture based in the packice textures 2021-12-20 15:00:22 +01:00
Fernando García Liñán
8662ce0a86 HDR: Add SMAA as the default antialiasing technique 2021-08-23 01:05:41 +02:00
Fernando García Liñán
e745684c33 HDR: Use a better DFG LUT
The previous one had 8 bit precision, this one has 16 bit precision and is stored on a DDS texture.
2021-07-31 19:13:19 +02:00
Fernando García Liñán
96313e7eb0 Initial commit of the HDR pipeline 2021-07-23 07:46:05 +02:00
Erik Hofman
c2e71eb3e9 Fix a misaligned lakes layer 2021-05-11 11:27:07 +02:00
Erik Hofman
a2484bd84a One last update to improve wather depth and coloring 2021-05-10 11:53:13 +02:00
Erik Hofman
16f94fb20a Set the gray-channel to all white 2021-05-09 14:26:31 +02:00
Erik Hofman
055ce55be4 Use a Gray-Alpha texture for water depth information and use the globe-colors.jpg texture for water color. 2021-05-07 15:14:56 +02:00
Erik Hofman
aacc9e8f6a Add 1.5 million lakes courtesty of HydroLAKES (licensed under a Creative Commons Attribution 4.0 International License) 2021-05-05 13:03:35 +02:00
Stuart Buchanan
c87798c610 WS30i: Initial coastlines 2021-05-03 15:47:13 +01:00
Erik Hofman
434e73ad84 Also color inland water bodies and rivers 2021-05-03 14:35:05 +02:00
Erik Hofman
f65f7b884b Improved lagune coloring for areas like the behamas 2021-05-02 14:18:18 +02:00
Erik Hofman
b7e4f723b6 Oops: add a missing file 2021-05-02 12:02:08 +02:00
Erik Hofman
6d0c1439f0 There is no reason not to keep ocean_depth_1 as a JPEG file saving around 120MB of diskspace (and installer space) 2021-05-01 12:55:16 +02:00
Erik Hofman
efc8ecee77 Remove repetitiveness 2021-03-22 14:06:29 +01:00
Scott Giese
7ad3a80023 Update color profile 2021-02-27 00:25:29 -06:00
Erik Hofman
7f3dc7b9b0 Fix the object placement heading 2021-02-19 11:27:33 +01:00
Erik Hofman
f8711a67cb A massive renovation project: Tear down old industry and create shoe-boxes 2021-02-17 22:07:46 +01:00
Erik Hofman
ee6a5490fa Add a second industrial (resynthesized) texture 2021-02-16 14:06:45 +01:00
Erik Hofman
622e82fe7d Add an European industrial definition 2021-02-16 11:29:53 +01:00
Erik Hofman
a8b278005b Add an European industrial definition 2021-02-16 11:29:11 +01:00
Erik Hofman
1a594d8611 Define the locations for buildings 2021-02-07 14:09:19 +01:00
Erik Hofman
ba5f7b2b4f group farm buildings in three distinctive farms: crop, cattle and horse farms 2021-02-07 11:53:19 +01:00
Erik Hofman
0ffcc94da5 Improved vegitation (masks) 2021-02-06 13:40:24 +01:00
Erik Hofman
62be6817ed make the mask textures 256x256 pixels like for other mask textures 2021-02-03 08:55:00 +01:00
Erik Hofman
de1d646fc3 Switch drycrop and irrcrop to better match the name 2021-02-01 13:32:42 +01:00
Erik Hofman
f475f56294 Modify autumn coloring. 2021-02-01 13:32:07 +01:00
Erik Hofman
cde512f5b6 Modify autumn coloring.Textures/Terrain/countryside* 2021-02-01 13:31:53 +01:00
Erik Hofman
ac63f6b9c3 Fix an autumn coloring mistake 2021-01-31 11:58:51 +01:00
Erik Hofman
151a00d31c Convert a few dds-only textures to png 2021-01-30 15:30:50 +01:00
Stuart Buchanan
580c375d4b WS30: Use perlin texture to reduce tiling
Use a perlin noise texture to rotate some of the landclass
textures to reduce tiling.

Also add a quality=1 technique which uses it.
2021-01-26 20:17:17 +00:00
Erik Hofman
4446373949 Remove the winter textures which are relaced with a snow shader now 2021-01-19 12:31:11 +01:00
Stuart Buchanan
d73b9d8128 WS30 Add transparency to primary material textures
The texture array used by WS30 requires that all
component textures be the same size and format.

This commit adds an alpha channel to those
png file used as primary textures in materials.xml
files which did not have one.
2020-12-05 12:46:06 +00:00
Eatdirt
b005ac0b5a Import slightly larger moon texture 2020-11-30 10:53:09 +00:00
Erik Hofman
e2b200cd27 Greatly improve the Brazilian cerradio areas (near SBMQ) 2020-10-27 12:45:31 +01:00
Erik Hofman
21675f903f vnts:
Materials changes version 2 - Iceland and California

1. Keep regional definitions for the new default airport BIKF, and Iceland. Uses
 new grass colours texture airport-grass-summer3.png with custom autumn effect i
n alpha channel, and bare volcanic bare ground layer - to produce patchy grass a
nd blend in with surrounding landclasses. 3d grass overlays have height modulati
on turned on so grass patches are followed. Actual grass cover and colour at BIK
F varies a lot even for the same month in different years going by photos, needs
 autumn effect to depict the range properly. The grass near the terminal areas s
eems to receive a more water while the rest is often quite bare in photos - the
current patchy-ness is a compromise. The texture for low settings is still autum
n-grass-summer2.png.

2. Keep regional definitions for KSFO and California. Switches to grass effect s
o 3d grass is enabled. Grass layer and patchy bare ground layer format with heig
ht modulation for 3d grass. Currently tuned to hints of dry green grass similar
to the old version.
2020-10-22 15:13:04 +02:00
Erik Hofman
7583a51b0a Improve littoral areas 2020-10-18 11:27:23 +02:00
Erik Hofman
ef3b0fffd5 Update the bathymery based on GEBCO 2020 data. Add land river colouring. 2020-10-16 13:44:25 +02:00
Erik Hofman
bf9c0f12e1 Materials changes version 1
1. Changed airport_grass_overlay.png to airport_grass_structure_overlay2.png

- africa_rainforest.xml, azores.xml, brazil_amazon_forest.xml, brazil_pampas.xml, brazil.pantanal.xml, california.xml, corse.xml, global-summer.xml, mexico.xml, south_east_asia.xml, southern_europe.xml, tropical_south_america.xml, us_southwest.xml

2. Added old airport_grass_overlay.png as airport_grass_structure_overlay1.png
- jan-mayen.xml, ascension.xml (volcanic island)

3. Changed <overlay_layer_magnification> for files using airport_grass_structure_overlay2.png. Conversion: 8.0 units in structure_overlay1 = 60.0 units in structure_overlay2.

- 60.0: africa_rainforest.xml, azores.xml, brazil_amazon_forest.xml, brazil_pampas.xml (4.0), brazil.pantanal.xml, california.xml (grain_layer), corse.xml (grain_layer), global-summer.xml, jan_mayen.xml, mexico.xml (grain_layer 4.0), south_east_asia.xml, southern_europe.xml (grain_layer 4.0), tropical_south_america.xml (grain_layer), us_southwest.xml (grain_layer)

4. Specified <overlay_layer_magnification> for AirportKeep using a normal texture in the n="14" slot instead of a structure texture without specifying magnification. The reason is the new default structure texture uses a much higher magnification. The old value used was 8.0 from global-summer.xml.
- us_southwest.xml (8.0), california.xml (8.0),

5. Specify <grain_layer_magnification> as 4.0 for jan-mayen.xml. Global-summer.xml didn't specify it so the material got settings from the effect default.

6. Multiply alpha channel of airport_grass_structure_overlay2.png by 0.7 to reduce very subtle tiling to almost zero for worst case (e.g. white areas of southern_europe.xml keep). This is visible only at closer ranges at very specific angles. Change southern_europe.xml grain_layer_magnification to 50.0. Best fixed with grain_alpha uniform.a new

7. Increase <overlay_alpha> to greater than 1.0 in global_summer.xml for structure overlays for keeps to compensate for multiplying strucuture_overlay2.png alpha by 0.7. Target goal was 0.85 - there is some almost imperceptible tiling from very specific angle close up and this can be lowered a bit further if needed.

8. Specify <overlay_alpha> as 1.0 for overlays where airport_grass_structure_overlay2.png is not used, or is used in the n="15" grain layer slot.
- africa_desert.xml,  africa_mediteranean.xml, ascension.xml, brazil-caatinga.xml, corse.xml, california.xml, greenland.xml (new definition), hawaii.xml, iceland.xml (new definition), southern_europe.xml, tropical_south_america.xml

9. Changed name of airport-grass-autumn.png to airport-grass-summer2.png.

10. Use airport-grass-summer2.png (brown-grey-green) grass texture for in greenland.xml as the green one is out of place. D-ECHO is working further on Northern area keep.

11. Changed <texture> reference in california.xml from airport-grass-autumn.png to airport-grass-summer.png.

12 Grass scale for airport-grass-structureoverlay2.png: roughly 60 (roughly guessed by displaying RBG strucuture texture against airport_grass2.png.).

13. Changed california-grass.png to california-grass2.png:
mexico.xml,

14. Added 3d grass to california and iceland grass definitions.

15. Iceland and BIKF for the moment uses the dull brown-grey.green airport-grass-summer2.png. Once a control for specifying grass texture magnification is in it's possible to do a dark volcanic underlying texture with spots of grass/moss.

16. Started a Keep definition in europe.xml so maybe in future a new global grass type can be a bit less yellow than for Europe and mid latitude locations away from the equator.

----
Note:

Possible unresolved minor problem found with colour of 3d grass: AirportKeep effects can specify textures with grass colours in either the base slot or the overlay slot. e.g. us-southwest.xml specifies the grass colour in the overlay slot and the ground underneath in the base layer slot.
The 3d grass shader assumes a magnification of 1.0. When overlay or base layer magnifications are not 1.0 same the grass colours don't quite line up. Some difference between ground underneath and grass is probably desired to make the grass blades more obvious. It's not a big problem in dryer areas as the grass density is low and the dry textures colours are similar looking. Eventual fix: add a <grass_color_layer_magnification>.
2020-10-13 10:38:41 +02:00
Erik Hofman
e1bc3d6744 Update to match the png version 2020-10-09 09:27:54 +02:00
Erik Hofman
5ee3aa97fc Fix some visible tiling 2020-10-09 09:27:21 +02:00