![]() ![]() Likely no longer needed: Landclass texture dimensions in texels is useful - however textureSize() provides that.xsize is sent used as a uniform (I can get roads to render by setting xsize to ysize, but there is an error in the console log about scaling the texture). The terrain fragment shaders have changed in recent eras so at ultra setting it is probably missing some uniform - e.g. It is not designed, or the most efficient, for roads. The terrain-default effect has the wrong texture and goes black in the distance. (lfeat.eff is derived from Runway.eff which inherits from terrain and uses a runway shader at high settings). Switching to lfeat.eff causes roads to render, even at ultra, but there are no moving cars etc. Roads: switching materials ws30Freeway and ws30Road to road-*.eff causes roads not to render.There's no way to tell FG to use the WS30 version - ws30-overlay.eff. terrain-overlay.eff is used in newer regional definitions instead of terrain-default. ![]() They are currently put into the global variable tile_size in ag, and flipped manually. These could be packed in a vec2 called tile_size.xy. Uniforms tile_width and tile_height sent from the CPU are the wrong way around.Notes - short term features Misc issues (near term): 8.1.1 Possible things old/exotic compilers/GPUs may throw errors or have rendering issues with.3.2 2) Searching the landclass texture every pixel (fragment).3.1 1) Special pass to search the landclass texture.1.2.1 Sending of texture set data to shaders.1.2 Sending materials parameters to shaders as arrays of vec4s. ![]()
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