Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
1 June 2013 build is out.
06-01-2013, 06:03 PM (This post was last modified: 06-01-2013 06:18 PM by NaN.)
Post: #1
1 June 2013 build is out.
This one is mostly about fixing bugs. Download (vdrift-2013-06-01.exe) as usual from: http://sourceforge.net/projects/vdrift/f...%20builds/

Fixes:
Normal maps handling/rendering.
DDS textures mipmap loading.
Segfault workaround (Linux/Mesa).

New:
Support multiple car files(.car) per car (directory).
Find all posts by this user
Quote this message in a reply
06-02-2013, 06:27 AM
Post: #2
RE: 1 June 2013 build is out.
sorry..."lemans_WIP" doesn't load...

here is message in log.txt

ERROR: Error loading texture file: data/tracks/lemans_WIP/objects/grass.dds
ERROR: Unsupported image formatFailed to load grass.dds from:, C:\Users\Benoit\Documents\VDrift/tracks/lemans_WIP/objects, data/tracks/lemans_WIP/objects, data/carparts, data/trackparts
ERROR: Error loading track (deferred): lemans_WIP
ERROR: Error during track loading: lemans_WIP
Find all posts by this user
Quote this message in a reply
06-02-2013, 07:43 AM
Post: #3
RE: 1 June 2013 build is out.
Weird, I've just downloaded/extracted vdrift-2013-06-01.exe and lemans_WIP.rar and it loads without any problems.
Find all posts by this user
Quote this message in a reply
06-02-2013, 11:14 AM
Post: #4
RE: 1 June 2013 build is out.
it says it can't load textures from

C:\Users\Benoit\Documents\VDrift/tracks/lemans_WIP/objects, data/tracks/lemans_WIP/objects

But my Vdrift is installed on D:\Vdrift\..... !
Find all posts by this user
Quote this message in a reply
06-02-2013, 11:22 AM
Post: #5
RE: 1 June 2013 build is out.
(06-02-2013 11:14 AM)berzingue Wrote:  it says it can't load textures from

C:\Users\Benoit\Documents\VDrift/tracks/lemans_WIP/objects, data/tracks/lemans_WIP/objects

But my Vdrift is installed on D:\Vdrift\..... !

It looks in multiple paths for the data:
1. C:\Users\Benoit\Documents\VDrift/tracks/lemans_WIP/objects - this is where the updates go into.
2. data/tracks/lemans_WIP/objects - this is where the original data is expected to be, relative to vdrift.exe

Could you please try to replicate what I did.
1. Download vdrift-2013-06-01.exe. Extract it. It will create a vdrift directory.
2. Copy lemans_WIP into vdrift/data/tracks.
3. Start vdrift/vdrift.exe.
Find all posts by this user
Quote this message in a reply
06-02-2013, 12:30 PM
Post: #6
RE: 1 June 2013 build is out.
Ok, I've cleaned everything about Vdrift on my computer, re-installed this new version... and now it works.
So that's nice.
Find all posts by this user
Quote this message in a reply
06-28-2013, 03:57 PM (This post was last modified: 06-28-2013 05:52 PM by cologne-new.)
Post: #7
RE: 1 June 2013 build is out.
Downloaded "vdrift-mac-2013-06-01.dmg" installed to applications, doesn´t start!??

Opens a windows with grey background and goes away after some seconds without further message.

What can i do???

EDIT:

Found in crash-log:"Application Specific Information:
Assertion failed: (0), function DisableShaders, file /Users/..../Documents/Development/VDrift/VDrift/vdrift/vdrift-mac/../src/graphics/graphics_gl2.cpp, line 928."
Find all posts by this user
Quote this message in a reply
06-28-2013, 05:34 PM (This post was last modified: 06-28-2013 06:03 PM by Timo 6.)
Post: #8
RE: 1 June 2013 build is out.
Hmm.. Sounds like a data problem - make sure you are using revision 1236 of the svn (yell if you need a hand). Also try trashing the settings (~/Library/Application Support/VDrift). If that doesn't help, it maybe I build it wrong - if it exists could you post the contents log.txt from the setting folder. I am a little bit confused why your crash log contains my username.

EDIT: OK, just doing some testing, and it's something wrong on my side - I haven't figured out what yet.
EDIT2: I'm guessing it was after https://github.com/VDrift/vdrift/commit/304cbed It seems to find some form of data folder, so start launching, then disable shaders but not be able to find the no shader file:
Code:
INFO: Multi-processor system detected.  Run with -multithreaded argument to enable multithreading (EXPERIMENTAL).
INFO: Starting VDrift: 2012-07-22a, Revision: g8396315, O/S: OS X
INFO: Home directory: /Users/Guest
INFO: Settings file: /Users/Guest/Library/Application Support/VDrift/VDrift.config (does not exist, will be created)
INFO: Data directory: /Users/timothyfurlong/Public/data
INFO: Temporary directory: /Users/Guest/Library/Application Support/VDrift/tmp
INFO: Log file: /Users/Guest/Library/Application Support/VDrift/log.txt
ERROR: Failed to load /Users/Guest/Library/Application Support/VDrift/VDrift.config
INFO: Disabling antialiasing
INFO: Display change was successful: 800x600x32 24z fullscreen=0
INFO: Using GLEW 1.9.0
INFO: Video card information:
      GL Vendor: Intel Inc.
      GL Renderer: Intel HD Graphics 3000 OpenGL Engine
      GL Version: 2.1 INTEL-8.12.47
      Texture units: 8 full, 16 partial
      Maximum texture size: 8192
      Maximum varying floats: 60
INFO: You don't have an NVIDIA or ATI/AMD card. This game may not run correctly or at all.
ERROR: Graphics card or driver does not support required GL_VERSION_3_3
ERROR: Initialization of GL3 failed; that's OK, falling back to GL 1 or 2
INFO: Maximum color attachments: 8
INFO: Maximum draw buffers (1 required): 8
ERROR: Unable to open graphics config file: /Users/timothyfurlong/Public/data/shaders/render.conf.deferred
ERROR: Error loading render configuration file: /Users/timothyfurlong/Public/data/shaders/render.conf.deferred
ERROR: Disabling shaders due to shader loading error
ERROR: Unable to open graphics config file: /Users/timothyfurlong/Public/data/shaders/render.conf.noshaders
ERROR: Error loading non-shader render configuration file: /Users/timothyfurlong/Public/data/shaders/render.conf.noshaders
Visit this user's website Find all posts by this user
Quote this message in a reply
06-28-2013, 05:54 PM
Post: #9
RE: 1 June 2013 build is out.
I know that you, NaN, had a see to http://vdrift.net/Forum/showthread.php?tid=1733 but it would be nice if you could run the convert tool over the png with the last libpng. That should fix the bug in Archlinux that doesn't let anyone play vdrift.

This lib should be updated in other distros soon so this will affect a lot of people. Please update this before releasing.

Thanks.
Find all posts by this user
Quote this message in a reply
06-28-2013, 06:02 PM
Post: #10
RE: 1 June 2013 build is out.
(06-28-2013 05:34 PM)Timo 6 Wrote:  Hmm.. Sounds like a data problem - make sure you are using revision 1236 of the svn (yell if you need a hand).
? Used "vdrift-mac-2013-06-01.dmg" in the mac downloadarea.
(06-28-2013 05:34 PM)Timo 6 Wrote:  Also try trashing the settings (~/Library/Application Support/VDrift).
Doesn´t help!

(06-28-2013 05:34 PM)Timo 6 Wrote:  If that doesn't help, it maybe I build it wrong - if it exists could you post the contents log.txt from the setting folder. I am a little bit confused why your crash log contains my username.
::
INFO: Multi-processor system detected.  Run with -multithreaded argument to enable multithreading (EXPERIMENTAL).
INFO: Starting VDrift: 2012-07-22a, Revision: g8396315, O/S: OS X
INFO: Home directory: /Users/...
INFO: Settings file: /Users/.../Library/Application Support/VDrift/VDrift.config (does not exist, will be created)
INFO: Data directory: /Applications/vdrift-mac-2013-06-01/data
INFO: Temporary directory: /Users/.../Library/Application Support/VDrift/tmp
INFO: Log file: /Users/.../Library/Application Support/VDrift/log.txt
ERROR: Failed to load /Users/.../Library/Application Support/VDrift/VDrift.config
INFO: Disabling antialiasing
INFO: Display change was successful: 800x600x32 24z fullscreen=0
INFO: Using GLEW 1.9.0
INFO: Video card information:
      GL Vendor: NVIDIA Corporation
      GL Renderer: NVIDIA GeForce 8800 GS OpenGL Engine
      GL Version: 2.1 NVIDIA-8.12.47 310.40.00.05f01
      Texture units: 8 full, 16 partial
      Maximum texture size: 8192
      Maximum varying floats: 60
ERROR: Graphics card or driver does not support required GL_VERSION_3_3
ERROR: Initialization of GL3 failed; that's OK, falling back to GL 1 or 2
INFO: Maximum color attachments: 8
INFO: Maximum draw buffers (1 required): 8
ERROR: Unable to open graphics config file: /Applications/vdrift-mac-2013-06-01/data/shaders/render.conf.deferred
ERROR: Error loading render configuration file: /Applications/vdrift-mac-2013-06-01/data/shaders/render.conf.deferred
ERROR: Disabling shaders due to shader loading error
ERROR: Unable to open graphics config file: /Applications/vdrift-mac-2013-06-01/data/shaders/render.conf.noshaders
ERROR: Error loading non-shader render configuration file: /Applications/vdrift-mac-2013-06-01/data/shaders/render.conf.noshaders


I made a directory: /Applications/vdrift-mac-2013-06-01/data/ remains empty?!
Find all posts by this user
Quote this message in a reply
06-28-2013, 06:19 PM
Post: #11
RE: 1 June 2013 build is out.
Yeah, so you need to know what you're doing to run nightly builds atm - at some point we might sort ourselves out and get the documentation updated and make the data easier to work with.
For now, if you really want the nightly build, you need to download the data - the mac builds I provide contain no data at all. If you understand subversion, check out https://vdrift.svn.sourceforge.net/svnro...drift-data otherwise go to http://vdrift.svn.sourceforge.net/viewvc...rift-data/ and click Download GNU tarball near the bottom (be warned, this is something like 1.8GB). You then need to have a file structure somthing like
some/folder/VDrift.app
the/same/folder/data/
where data/ contains cars/, shaders/ etc.
I have to go now, will be back at some point tomorrow.
Visit this user's website Find all posts by this user
Quote this message in a reply
06-28-2013, 06:35 PM (This post was last modified: 06-28-2013 06:35 PM by NaN.)
Post: #12
RE: 1 June 2013 build is out.
Hi Timo 6, recent windows builds contain a minimal data set (1 track + 1 car) to deal with this issue. People with svn can opt to use svn data by not extracting/using the included data folder.
Find all posts by this user
Quote this message in a reply
06-29-2013, 06:35 AM
Post: #13
RE: 1 June 2013 build is out.
(06-28-2013 06:19 PM)Timo 6 Wrote:  For now, if you really want the nightly build, you need to download the data - the mac builds I provide contain no data at all. If you understand subversion, check out https://vdrift.svn.sourceforge.net/svnro...drift-data otherwise go to http://vdrift.svn.sourceforge.net/viewvc...rift-data/ and click Download GNU tarball near the bottom (be warned, this is something like 1.8GB). You then need to have a file structure somthing like
some/folder/VDrift.app
the/same/folder/data/
where data/ contains cars/, shaders/ etc.
Build this structure and data:
Code:
vdrift-mac-2013-06-01:
    data:
        carparts:
            ...
        cars:
            360:
                ...
            F1-02:
                ...
        settings:
            ...
        shaders:
            ...
        skins:
            ...
        textures:
            ...
        tracks:
            a1ring:
                ...
            lagunaseca:
                ...
            monaco:
                ...
            ring2007:
                ...
    VDrift.app
The dots means evereythings that was in the directory at vdrift.svn.sourceforge.net/...vdrift-data/

Now it run fine!
(Where do i find the "automaticshift"-option?)
Find all posts by this user
Quote this message in a reply
06-29-2013, 09:16 AM
Post: #14
RE: 1 June 2013 build is out.
Options > Controls > Input device

NaN, yeah I might try playing with the build scripts to add some data, which car and track do you include? My internet connect is rubbish though, so the less I upload the better! Btw, something's not right with the sky shaders:
Code:
INFO: Multi-processor system detected.  Run with -multithreaded argument to enable multithreading (EXPERIMENTAL).
INFO: Starting VDrift: 2012-07-22a, Revision: gc01a519, O/S: OS X
INFO: Home directory: /Users/Guest
INFO: Settings file: /Users/Guest/Library/Application Support/VDrift/VDrift.config (does not exist, will be created)
INFO: Data directory: /Users/timothyfurlong/Public/data
INFO: Temporary directory: /Users/Guest/Library/Application Support/VDrift/tmp
INFO: Log file: /Users/Guest/Library/Application Support/VDrift/log.txt
ERROR: Failed to load /Users/Guest/Library/Application Support/VDrift/VDrift.config
INFO: Disabling antialiasing
INFO: Display change was successful: 800x600x32 24z fullscreen=0
INFO: Using GLEW 1.9.0
INFO: Video card information:
      GL Vendor: Intel Inc.
      GL Renderer: Intel HD Graphics 3000 OpenGL Engine
      GL Version: 2.1 INTEL-8.12.47
      Texture units: 8 full, 16 partial
      Maximum texture size: 8192
      Maximum varying floats: 60
INFO: You don't have an NVIDIA or ATI/AMD card. This game may not run correctly or at all.
ERROR: Graphics card or driver does not support required GL_VERSION_3_3
ERROR: Initialization of GL3 failed; that's OK, falling back to GL 1 or 2
INFO: Maximum color attachments: 8
INFO: Maximum draw buffers (1 required): 8
INFO: Loaded shader package simple
INFO: Loaded shader package simple, variant simple_premult
INFO: Loaded shader package simple, variant simple_gamma_premult
INFO: Loaded shader package simple, variant simple_gamma
INFO: Loaded shader package simple, variant simplecar
INFO: Loaded shader package tonemap
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/gbufferfill/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/gbufferfill/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'V' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package gbufferfill
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/gbufferfill/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/gbufferfill/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'V' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package gbufferfill, variant gbufferfillcar
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/lightaccumulate/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/lightaccumulate/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'tu0coord' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package lightaccumulate, variant lightaccumulate_initial
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/lightaccumulate/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/lightaccumulate/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'tu0coord' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package lightaccumulate, variant lightaccumulate_omni
INFO: Loaded shader package depthgen
INFO: Loaded shader package depthgen, variant depthgennoalpha
INFO: Loaded shader package distancefield
INFO: Loaded shader package deferredskybox
INFO: Loaded shader package deferredskyboxblend
INFO: Loaded shader package softparticle
INFO: Loaded shader package ppdepthadjust
INFO: Loaded shader package ppdepthadjust, variant ppcopy
INFO: Loaded shader package ppdepthadjust, variant ppcopy_gamma
INFO: Loaded shader package deferredshadows
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/ssao/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/ssao/fragment.glsl -----
INFO: WARNING: Output of vertex shader 'eyespace_view_direction' not read by fragment shader
      
INFO: ----- End Shader Link Log -----
INFO: Loaded shader package ssao
INFO: Loaded shader package ssao_blur
INFO: Loaded shader package deferredaa
INFO: ----- Start Shader Compile Log for /Users/timothyfurlong/Public/data/shaders/skygen/fragment.glsl -----
INFO: ERROR: 0:16: '{' : syntax error syntax error
      
INFO: ----- End Shader Compile Log -----
INFO: ----- Start Shader Link Log for /Users/timothyfurlong/Public/data/shaders/skygen/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/skygen/fragment.glsl -----
INFO: ERROR: One or more attached shaders not successfully compiled
      
INFO: ----- End Shader Link Log -----
ERROR: Shader compilation failure: /Users/timothyfurlong/Public/data/shaders/skygen/vertex.glsl and /Users/timothyfurlong/Public/data/shaders/skygen/fragment.glsl
ERROR:
ERROR: Vertex shader:
ERROR: 1    : #version 120
ERROR: 2    : #define _REFLECTIONSTATIC_
ERROR: 3    : #define SCREENRESY 600
ERROR: 4    : #define SCREENRESX 800
ERROR: 5    : varying vec3 vViewDirection;
ERROR: 6    :
ERROR: 7    : void main(void)
ERROR: 8    : {
ERROR: 9    :     gl_Position = gl_Vertex;
ERROR: 10   :        vViewDirection = gl_MultiTexCoord0.xyz;
ERROR: 11   : }
ERROR: 12   :
ERROR:
ERROR: Fragment shader:
ERROR: 1    : #version 120
ERROR: 2    : #define _REFLECTIONSTATIC_
ERROR: 3    : #define SCREENRESY 600
ERROR: 4    : #define SCREENRESX 800
ERROR: 5    : varying vec3 vViewDirection;
ERROR: 6    :
ERROR: 7    : // direction towards sun
ERROR: 8    : uniform vec3 uLightDirection;
ERROR: 9    :
ERROR: 10   : // henyey-greenstein parameter, aerosol scattering (sun disk size)
ERROR: 11   : //uniform float g;
ERROR: 12   : const float g = -0.990;
ERROR: 13   :
ERROR: 14   : // air, aerosol density scale (turbidity)
ERROR: 15   : //uniform vec2 RayleighMieScaleHeight;// = {0.25, 0.1};
ERROR: 16   : const vec2 RayleighMieScaleHeight = {0.25, 0.1};
ERROR: 17   :
ERROR: 18   : // rgb wavelength(rayleigh and mie)
ERROR: 19   : //const vec3 WaveLength = vec3(0.65, 0.57, 0.475);
ERROR: 20   : const vec3 InvWavelength = vec3(5.602, 9.473, 19.644); // pow(WaveLength, -4.0);
ERROR: 21   : const vec3 WavelengthMie = vec3(1.435, 1.603, 1.869); // pow(WaveLength, -0.84);
ERROR: 22   :
ERROR: 23   : const float PI = 3.14159265;
ERROR: 24   : const float InnerRadius = 6356.7523142;
ERROR: 25   : const float OuterRadius = 6356.7523142 * 1.0157313;
ERROR: 26   : const float Scale = 1.0 / (6356.7523142 * 1.0157313 - 6356.7523142);
ERROR: 27   :
ERROR: 28   : //const float ESun = 20.0;
ERROR: 29   : //const float Kr = 0.0025;
ERROR: 30   : //const float Km = 0.0010;
ERROR: 31   : const float KrESun = 0.0025 * 20.0;
ERROR: 32   : const float KmESun = 0.0010 * 20.0;
ERROR: 33   : const float Kr4PI = 0.0025 * 4.0 * 3.1415159;
ERROR: 34   : const float Km4PI = 0.0010 * 4.0 * 3.1415159;
ERROR: 35   :
ERROR: 36   : #define NumSamples 4
ERROR: 37   :
ERROR: 38   : float MiePhase(float ViewSunCos, float ViewSunCos2)
ERROR: 39   : {
ERROR: 40   :    vec3 HG = vec3(1.5 * ((1.0 - g * g) / (2.0 + g * g)), 1.0 + g * g, 2.0 * g);
ERROR: 41   :    return HG.x * (1.0 + ViewSunCos2) / pow(HG.y - HG.z * ViewSunCos, 1.5);
ERROR: 42   : }
ERROR: 43   :
ERROR: 44   : float RayleighPhase(float ViewSunCos2)
ERROR: 45   : {
ERROR: 46   :    return 0.75 * (1.0 + ViewSunCos2);
ERROR: 47   : }
ERROR: 48   :
ERROR: 49   : float HitOuterSphere(vec3 Pos, vec3 Dir)
ERROR: 50   : {
ERROR: 51   :    vec3 L = -Pos;
ERROR: 52   :    float B = dot(L, Dir);
ERROR: 53   :    float C = dot(L, L);
ERROR: 54   :    float D = C - B * B;
ERROR: 55   :    float q = sqrt(OuterRadius * OuterRadius - D);
ERROR: 56   :    float t = B;
ERROR: 57   :    return t + q;
ERROR: 58   : }
ERROR: 59   :
ERROR: 60   : vec2 DensityRatio(float Height)
ERROR: 61   : {
ERROR: 62   :    float Altitude = (Height - InnerRadius) * Scale;
ERROR: 63   :    return exp(-Altitude / RayleighMieScaleHeight);
ERROR: 64   : }
ERROR: 65   :
ERROR: 66   : vec2 OpticalDepth(vec3 Pos, vec3 Dir, float Length)
ERROR: 67   : {
ERROR: 68   :    float SampleLength = Length / NumSamples;
ERROR: 69   :    float ScaledLength = SampleLength * Scale;
ERROR: 70   :    vec3 SampleRay = Dir * SampleLength;
ERROR: 71   :    Pos += SampleRay * 0.5;
ERROR: 72   :    
ERROR: 73   :    vec2 OpticalDepth = vec2(0);
ERROR: 74   :    for(int i = 0; i < NumSamples; i++)
ERROR: 75   :    {
ERROR: 76   :       float Height = length(Pos);
ERROR: 77   :       OpticalDepth += DensityRatio(Height);
ERROR: 78   :       Pos += SampleRay;
ERROR: 79   :    }
ERROR: 80   :    
ERROR: 81   :    return OpticalDepth * ScaledLength;
ERROR: 82   : }
ERROR: 83   :
ERROR: 84   : vec3 Scatter(vec3 ViewPos, vec3 ViewDir, vec3 SunDir)
ERROR: 85   : {
ERROR: 86   :    float ViewLength = HitOuterSphere(ViewPos , ViewDir);
ERROR: 87   :    float SampleLength = ViewLength / NumSamples;
ERROR: 88   :    float ScaledLength = SampleLength * Scale;
ERROR: 89   :    vec3 SampleRay = ViewDir * SampleLength;
ERROR: 90   :    vec3 SamplePos = ViewPos + SampleRay * 0.5;
ERROR: 91   :    ViewLength -= SampleLength * 0.5;
ERROR: 92   :    
ERROR: 93   :    vec3 Rayleigh = vec3(0);
ERROR: 94   :    vec3 Mie = vec3(0);
ERROR: 95   :    for(int i = 0; i < NumSamples; i++)
ERROR: 96   :    {
ERROR: 97   :       float SunLength = HitOuterSphere(SamplePos, SunDir);
ERROR: 98   :       vec2 SunOpticalDepth = OpticalDepth(SamplePos, SunDir, SunLength);
ERROR: 99   :       vec2 ViewOpticalDepth = OpticalDepth(SamplePos, ViewDir, ViewLength);
ERROR: 100  :      
ERROR: 101  :       vec2 OpticalDepth = SunOpticalDepth + ViewOpticalDepth;
ERROR: 102  :       vec3 Attenuation = exp(-Kr4PI * InvWavelength * OpticalDepth.x - Km4PI * OpticalDepth.y);
ERROR: 103  :      
ERROR: 104  :       float SampleHeight = length(SamplePos);
ERROR: 105  :       vec2 DensityRatio = DensityRatio(SampleHeight) * ScaledLength;
ERROR: 106  :      
ERROR: 107  :       Rayleigh += DensityRatio.x * Attenuation;
ERROR: 108  :       Mie += DensityRatio.y * Attenuation;
ERROR: 109  :      
ERROR: 110  :       SamplePos += SampleRay;
ERROR: 111  :       ViewLength -= SampleLength;
ERROR: 112  :    }
ERROR: 113  :    
ERROR: 114  :    float ViewSunCos = -dot(ViewDir, SunDir);
ERROR: 115  :    float ViewSunCos2 = ViewSunCos * ViewSunCos;
ERROR: 116  :    
ERROR: 117  :    Rayleigh = Rayleigh * KrESun * InvWavelength;
ERROR: 118  :    Mie = Mie * KmESun * WavelengthMie;
ERROR: 119  :    
ERROR: 120  :    return Rayleigh * RayleighPhase(ViewSunCos2) + Mie * MiePhase(ViewSunCos, ViewSunCos2);
ERROR: 121  : }
ERROR: 122  :
ERROR: 123  : void main(void)
ERROR: 124  : {
ERROR: 125  :    vec3 ViewPos = vec3(0, 0, InnerRadius + 1e-3);
ERROR: 126  :    vec3 ViewDir = normalize(vViewDirection);
ERROR: 127  :    vec3 SunDir = normalize(uLightDirection);
ERROR: 128  :    vec3 Color = Scatter(ViewPos, ViewDir, SunDir);
ERROR: 129  :    gl_FragColor = vec4(Color, 1.0f);
ERROR: 130  : }
ERROR: 131  :
ERROR:
ERROR: Disabling shaders due to shader loading error
Visit this user's website Find all posts by this user
Quote this message in a reply
06-30-2013, 03:00 PM
Post: #15
RE: 1 June 2013 build is out.
I think the last time I took CO and Laguna Seca. But feel free to variate them, there are a few small tracks in data to choose from.
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)