Traffic Shader: Difference between revisions

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   |date  =  Mar 12th, 2017  
   |date  =  Mar 12th, 2017  
   |added  =  Mar 12th, 2017  
   |added  =  Mar 12th, 2017  
  |script_version = 0.40
  }}</ref>
== Previous work ==
It's not obsolete, but I haven't developed it further as that aproach stalled with the work on the scenery generation, and there was no scenery released that had the feature enabled. I'm not sure how well it works with the OSM roads as generated now, since its UV mapping assumptions are based on the UV layout of the roads as it was generated by terragear as part of the tile ( U being 0..1 across the whole width of the road and V legthwise, it also requires continous V values across long stretches of road, otherways it causes some weird "pulsating" appearance). I assume some tweaking/adjustments are necessary to make it work, and unfortunately I can't test/work on it right now, as currently flighgear refuses to load any terrain here (it's simply dropping me in the ocean wherever I start, and I didn't get around to finding out why)<ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/35710711/
  |title  =  <nowiki> Re: [Flightgear-devel] FlightGear 2017.1.1 released! </nowiki>
  |author =  <nowiki> Emilian Huminiuc </nowiki>
  |date  =  Mar 8th, 2017
  |added  =  Mar 8th, 2017
   |script_version = 0.40  
   |script_version = 0.40  
   }}</ref>
   }}</ref>

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