LGhassen
LGhassen
Known issue (at least for me). The reason is, by extending shadows to work at larger distances (what terrain shadows do), we also have to "spread" their precision over larger...
Yep it's totally due to adjustScaledTexture, I'm well aware of it. Recent changes on the dev branch may have fixed it although I haven't tested with Kopernicus for a while....
Won't work, cloud shaders "include" the atmo code and when they are compiled everything is compiled into the shader files, it's not like CPU code that can be dynamically linked....
@VirtualGaming1 please attach your log file (KSP.log file in ksp folder) after you run the game and get the issue
For this issue it seems to be that the transparent flag shader doesn't write to the prepass depth buffer so scatterer cannot "see" it. It also means these flags don't...
I will fix it so that it works automatically in the next version.
Just a quick question, how far apart do you expect the different camera views to be? Can one camera be in orbit and the other on the launchpad? Or are...
@JonnyOThan there is that, then the hooks have to be generalized to other cameras, extinction calculation should be moved from skynode to sunflare class and done before every camera renders,...
So this works on 835 but not 838?