Build a high resolution texture containing coastline
data that will be mixed with the landclass texture
in the ws30 shader.
Replaces the previous approach of creating a separate
coastline mesh.
Until we have a way to mark techqniues as permanently disabled,
remove this check, since it generates false positives. Especially,
see model-combined technnique n=9.
Pass the full path to the XML file, not is containg directory, through
effects, so that it's available for error reporting. Convert to an
actual directory when using the path to lookup other resources.
simgear/screen/video-encoder-internal.hxx:
Fixed initialisation of AVRational instance to work on Windows.
simgear/screen/video-encoder.cxx:
av_log(): vasprintf() is not available on Windows so use fixed buffer on
Windows.
The assumption is that all images coming from Canvas should be excluded from inclusion into the DDS texture cache.
Previously there was special logic that only excluded transparent images of Canvas origin but this was probably wrong.
Due to an error I made in 7ac90850 all AxisObject-based translate animations were inverted.
I think this correctly fixes the animations so that a value of zero is the 'start' vertex of the axis and a value of 1.0 is the 'end' value of the axis.
Start and end are now defined on the lowest x,y,z that aren't equivalent (within 0.01mm)
see: https://sourceforge.net/p/flightgear/codetickets/2706/
refs: https://sourceforge.net/p/flightgear/codetickets/2674/
Because disabling threaded GC wouldn't result in exactly the same allocation and GC due to changes I made to the GC as part of the threaded GC work the only safe thing to do is to remove it all.
Once we have figured out if it is the threaded GC causing the problem or not then we will at least know what needs fixing.
We had a manual change in ShivaVG, to include the shConfig.h file
explicitly, since the sources do not include it themselves. Replicate
this change in our copy of ShaderVG.
Necessary to fix compilation on macOS and likely FreeBSD as well.
Consider non-empty containers and non-nil objects (eg, ghosts) to be
true-like, in boolify(). This makes for more natural testing of return
values.
Since these types previously caused a runtime error, should be backwards
compatible, unless code was relying on the error. This seems improbable,
if it happens in practice, we can revert and find a different solution.
getrandom() is only in GLibC >= 2.2.5, and CentOS 7 uses an older
GCC version, so add CMake logic to fallback to /dev/urandom as the
Expat entroy source.
Need a grid layout in addition to the existing vbox/hbox layouts,
add a basic one. Still work in progress, minimal test cases pass.
No height-for-width support yet, but row/column spanning and stretch
factors are supported.
Move some functionality from Layout.cxx into BoxLayout.cxx, which
is specific to the one-dimensions layout types.
Previously the vertices directly underneath an airport were
displaced downwards. In general this worked OK, but for airports
surrounded by higher terrain, this could cause "ridges" from
edges from vertices just outside the airport boundary.
This commit modifies the algorithm to also reduce the elevation
of vertices immediately outside the airport boundary as well.
All FlighGear specific patches applied to ShivaVG are also applied to
ShaderVG, if appropriate.
For testing only for now, it is not yet fully functional.
Required to address reported in-the-wild CVEs in older Expats.
This may need a tweak for Linux / BSDs to set appropriate values in
our custom expat_config.h : only macOS and Windows tested so far.
Previously 3D cloud re-position code did not re-orientate
the sprites, leading to the sprites being at an angle for
long flights.
Fix from Michael DANILOV to address this.
This gives knowledge of how to resolve relative paths, to makeEffects
invocation of findDataFile, and hence gives a more familiar lookup
ordering, for Aircraft-supplied effects.
SF-ID: https://sourceforge.net/p/flightgear/codetickets/2678/
Throwing an exception causes normal error-collecting to trigger for
the XML model load, so this is sufficient to avoid the crash and
also report back to the aircraft developer & user.
Thanks to Michael Danilov for catching this.
SF-ID: https://sourceforge.net/p/flightgear/codetickets/2702/
Previously a separate mesh was created for parts of the
terrain identified as being water.
This adds a property (/scenery/elevation-mesh/separate-water-mesh)
which controls whether this separate mesh is generated.
From Chris RINGEVAL
Squashed commit of the following:
commit ee2ec625ef10ab372a99397a82d1272670d767ec
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Mon Jan 31 00:01:39 2022 +0100
Replace galaxy texture by our own and update galactic coordinates
commit 26f3d80df6385913668635013912f1c4fef50e60
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Tue Dec 7 22:02:10 2021 +0100
Cleanup white lines and comments
commit 55e9f9b4bcbe21a34be7be874b120bda73c49cb8
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Sun Dec 5 15:53:15 2021 +0100
Cleanup cxx parts to the minimal required, moving all rendering to the shaders
commit 0cff2827bb3c18f85780cce5c0178ee37c590fe5
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Wed Dec 1 22:55:41 2021 +0100
Adding moon direction uniform vector used in the Milky Way shader
commit 24485079673c299bad95fc1f800542a6d73e8e95
Author: Chris Ringeval <eatdirt@protonmail.com>
Date: Wed Dec 1 22:54:54 2021 +0100
Adding Milky Way texturing and dark sky brightness effects
The random lights placement algorithm was using the incorrect channel
from the object mask image, (red instead of blue as mentioned in
Docs/README.materials). This commit rectifies the mismatch.