gral@who.net
197200149c
Better herbtundra colour and transition
2010-08-25 22:50:57 +02:00
gral@who.net
5fb6550b8e
Changes for better terrain, but not so good forest
2010-08-25 20:08:23 +02:00
gral@who.net
8e645e61f5
Added relief code to new effects and shaders
2010-08-24 14:53:42 +02:00
gral@who.net
0ff2d597f5
Adding the files ...
2010-08-23 12:16:07 +02:00
gral@who.net
0549474369
Adding glacier.eff
2010-08-22 23:09:49 +02:00
gral@who.net
187517fdb0
Added snow and snow-level also to cropgrass.eff
2010-08-21 16:59:07 +02:00
gral@who.net
1ee6d35136
Shader Crop: Adding snow and snowlevel adjustement, clean up
2010-08-21 16:51:13 +02:00
gral@who.net
07c6ffedc0
Adding snow and snowlevel adjustement
2010-08-21 14:27:25 +02:00
gral@who.net
5a39f0738c
As always, I forgot to add the files
2010-08-21 13:10:19 +02:00
gral@who.net
50b2a58f89
File name change in crop.eff
2010-08-15 16:32:48 +02:00
gral@who.net
1a9bf761fe
Added cropgrass effect and associated textures
2010-08-15 16:30:11 +02:00
Tim Moore
cc5502c509
Merge branch 'topic/shaderopt'
2010-08-14 00:13:53 +02:00
Tim Moore
d27174028e
shader optimizations
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Use two-pass rendering for some shaders to reduce the cost of expensive shaders.
Implement some material animations using a shader uniform.
Eliminate use of gl_FrontFacing. It's too buggy on ATI/ Macintosh.
2010-08-14 00:13:16 +02:00
Vivian Meazza
dc9860b534
Change render-bin name
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Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2010-08-01 20:01:28 +01:00
Vivian Meazza
0e2aeaf421
Add persistent contrails
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Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2010-07-31 21:34:35 +01:00
Tim Moore
c964caa845
workaround for gl_FrontFacing bug
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gl_FrontFacing isn't well supported on some Macintosh / ATI combinations.
2010-06-15 19:29:24 +02:00
Frederic Bouvier
eb47297d94
Thorsten Renk: local weather 0.61
2010-06-04 23:05:32 +02:00
timoore
6e58bce8e5
Rewrote landmass geometry shader
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I did several optimizations, including reducing to a bare minimum
shader computations and producing the geometry as one tristrip with
degenerate triangles. The result was an increase from 14 fps to 51 fps
(NVidia 8600M, ufo, ksfo).
Author: Tim Moore <timoore@redhat.com>
2010-04-22 14:56:34 +00:00
vmmeazza
1afa90694c
Add layered clouds
2010-04-12 19:23:27 +00:00
fredb
52c46e87c9
Create effects for shrub type landmass with no or little height. Add a new shrub texture contributed by Yves
2010-04-11 08:36:36 +00:00
fredb
fe297a342e
Restore basic functionality of the original shader
2010-04-11 06:09:07 +00:00
fredb
64f351935b
Add snow to urban shader
2010-04-10 17:32:07 +00:00
fredb
1a986d8747
Use quality level inside landmass fragment shader
2010-04-10 15:08:29 +00:00
fredb
714c500fa9
Use quality level inside urban fragment shader
2010-04-10 14:35:02 +00:00
fredb
9638e607cf
Use new "/sim/rendering/quality-level" property
2010-04-10 13:59:24 +00:00
fredb
2ed5074122
Use actual texture coverage
2010-04-10 10:08:27 +00:00
fredb
71ff1ae846
Use new materials.xml format to declare a second city texture with its own relief map provided by Yves/hb-gral
2010-04-10 09:40:41 +00:00
vmmeazza
7b73c9732a
Remove redundant text
2010-04-08 21:32:47 +00:00
fredb
bbdf4694ad
Fix line endings
2010-04-07 21:09:48 +00:00
vmmeazza
1b49358d0d
Add mapping and noise
2010-04-02 14:02:48 +00:00
fredb
5d76d5f3f5
Landmass update: add a triangle for the ground and don't apply relief on it
2010-04-02 07:06:39 +00:00
vmmeazza
f71d794866
Tie reflectivity to material shininess, and provide more user control via parameters.
...
Perpare for cube cross textures.
2010-03-31 09:11:44 +00:00
fredb
e0056383f3
Use geometry shader to give more relief to landmass
2010-03-29 06:13:43 +00:00
fredb
7ebe34e95c
Put the color of night lighting in a uniform
2010-03-28 17:20:04 +00:00
fredb
24d8e9293c
Add relief mapping to landmass effect
2010-03-28 17:00:19 +00:00
vmmeazza
2c825cbef2
A simple reflection effect - needs this patch ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/Reflect/cube-map.patch which will be included in Simgear soon (hopefully).
2010-03-28 11:17:51 +00:00
stuart
6b4857ce8c
Allow the snow level of the landmass shader to be set from the property system, and expose it in the rendering dialog. Could be used in future to set the snow level based on the current weather.
2010-03-27 14:02:56 +00:00
fredb
0d930f3b68
Urban texture coverage was changed lately
2010-03-22 22:30:57 +00:00
fredb
f8e595361a
Update to the urban shader. Support shadows, intersection with 3d objects and night lighting.
2010-03-22 22:00:44 +00:00
fredb
8e95df54e2
Fix bumpspec effect
2010-03-17 17:56:13 +00:00
fredb
27968d4da9
Bump map shader contributed by Emilian Huminiuc. Should be inherited from to be used in models.
2010-03-16 07:21:47 +00:00
fredb
c9236ad565
First iteration of the urban effect with relief mapping. Relief map by HB-Gral.
2010-03-12 22:25:19 +00:00
vmmeazza
049a339a52
Add stencil light shaders by Lauri Peltonen (Zan).
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Please Note:
There is a problem with this implementation when the light cone crosses
the near/far camera boundary.
2010-01-31 10:49:44 +00:00
timoore
bfaaef8aef
Effects and shaders for material animations
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Author: Tim Moore <timoore@redhat.com>
2010-01-27 17:52:18 +00:00
stuart
d5b4f52040
Short-term fix to fix alpha-blending problems with clouds.
2009-11-26 21:07:50 +00:00
stuart
ce88154c77
Correct effect name.
2009-11-26 19:32:33 +00:00
timoore
8c55e1b2bc
update to a more recent version of the cloud shader
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Author: Tim Moore <timoore@redhat.com>
2009-11-26 16:15:45 +00:00
timoore
ab97ee326a
effect for clouds
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Author: Tim Moore <timoore@redhat.com>
2009-11-26 10:44:44 +00:00
timoore
ffa9cae11c
New tree rendering algorithm
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Draw trees in two passes, opaque and transparent. This allows us to
have some transparency, which is better looking, and dispense with
sorting.
Author: Tim Moore <timoore@redhat.com>
2009-11-23 21:53:56 +00:00
timoore
00e7027dce
Move hard wired tree shader to an effect
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Author: Tim Moore <timoore@redhat.com>
2009-11-21 23:35:47 +00:00