|
From: vs <vs...@ma...> - 2021-05-09 10:28:00
|
Merspeiler wrote: > This got me to see, that this seems to actually "work" > if water effects are disabled [1]. > If the water effect is enabled tho, it no longer works. [2] I'm not sure you exactly follow the discussion until now It should be feasible to integrate orthoscenery with the water shader so there's "some form" of improvement. It's a case of adding orthotexture coords to water geometry, and swapping the current floor texture lookup(s) in the shader with the ortho-texture lookup. The othophoto code author Nathaniel Warner should know how to do that, if he has time. I thought this was where the discussion was at when I last checked the list. What you'll get is some hint of a transition. The photo already contains water with a sky colour/sun&view angle/depth effect, and integrating it into the water effect will pile a bit more water with a different sky/angles/depth on top. It might look odd when there shouldn't be any blue in the scene - overcast/hazy days, low sun etc. The effects of a blue sky comes bundled with orthophoto images as they need mid-day/visibility. But this should more or less give a sense of transition in areas that don't have much already (like rivers, and river mouths), which is the big thing lacking until WS3. Merspeiler wrote: > [1] https://seafile.merspieler.tk/f/9c8b3b583edf4d94a1d1/?dl=1 > [2] https://seafile.merspieler.tk/f/a3a921b739df4ea0b7c3/?dl=1 > [1] https://seafile.merspieler.tk/f/21805b2136124655a295/?dl=1 > [2] https://seafile.merspieler.tk/f/9f9acdc707bb4f7c89ce/?dl=1 > [1] https://seafile.merspieler.tk/f/7092747bed104db6a7a1/?dl=1 > [2] https://seafile.merspieler.tk/f/190996bda24d4adf8370/?dl=1 > [1] https://seafile.merspieler.tk/f/89fa1182daf14ae59fc6/?dl=1 > [2] https://seafile.merspieler.tk/f/b67490e187dc4c97876b/?dl=1 If you are using a build of next for orthophoto scenery etc. try to use an older version of fgdata, or copy the following folders from an older FGData: Effects (water*.eff), Shaders (water*.frag), and data/Texture/Globe - the current water effect and texture formats are undergoing a bunch of changes, and will be construction site for a while like the Compositor was. The water is slightly broken currently (and at the time of your posts) - it has bottomless depth/unported depth issues, due to some texture format changes, which is why those pictures of the water effect look like a uniform/flat deep blue. See this forum topic for what the water effect normally looks like, and how it changes with overhead clouds: https://forum.flightgear.org/viewtopic.php?f=19&t=38040 This old, low settings, screenshot shows an older depth effect in action near islands: https://wiki.flightgear.org/File:SOTM_2019-12_Caribbean_Island_by_Madbyte70.jpg Kind regards |