20,741
edits
m (→built-in httpd updated: http://sourceforge.net/p/flightgear/mailman/flightgear-devel/thread/5319AD35.3030404%40t3r.de/#msg32072711) |
(→Random Buildings: http://forum.flightgear.org/viewtopic.php?f=47&t=22273&hilit=) |
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Line 57: | Line 57: | ||
If you can't run the latest codebase, here is a screenshot: | If you can't run the latest codebase, here is a screenshot: | ||
https://www.dropbox.com/s/98ejva4n4m38po1/HTMLRadioSettings.jpg. | https://www.dropbox.com/s/98ejva4n4m38po1/HTMLRadioSettings.jpg. | ||
=== Cloud Shadows === | |||
Thorsten implemented an improved shadow finder on the Nasal side, better shape on the GLSL side... and started teaching the other effects to respect cloud shadows... In a way, I appreciate the conceptual simplicity of deferred rendering where this can simply be done in pixel postprocessing. If it would just run faster... but anyway, now I got buildings to go out of light properly. nd the cloud shadows now project. Well - sort of - not exactly following terrain and season, just based on mean, but it's good enough if you don't go looking for deviations. | |||
=== Random Buildings === | === Random Buildings === |