2 glsl questions + 1 non glsl question

  1. redacted. [answered for myself, works fine to read the fs and vs files with TTextReader]
  2. What is meant by ‘fragment’ shading vs ‘vertex’ shading? Is that Texture vs Geometry? Or is vertex shading what is giving me the line colors for silhouette mode?
  3. Not glsl … I still have visual seams between my tiles because the overlapping vertexes end up with different normals in the different tiles. How can I modify the normal for a vertex in the x3d nodes? (I would just copy or average the two points to use the same normal) in their tiles.
    Here is the corner intersection of four tiles …
  1. Once the tile is built and displayed, is it ok to free the effect and all its data if I don’t call Scene.ChangeAll? ie does it just build to the gpu with it and no longer need it once built or is it constantly accessed?
  1. Is there a non-glsl way to combine/mix two appearance nodes into one? Then I could combine the effect with the grid or other overlay without having to write a variety of scripts.

I think I am getting the hang of this. Don’t worry about all my Qs… I am sure you have better things to do.


This is getting cool. Now the elevation lines are more sophisticated with variable transparency. Next step is to try to get the ‘splatmap’ concept to work.

I was able to get rid of the grid image and implement contour and grid lines in the glsl. At my scaling… Here are 1m grid and 1m contour at the same time producing an interesting moire like effect.


This is more of what I meant to get though… I am not sure why low areas turn yellow/red though. The lines should be ‘grey’.

Now the grid and contours can have their own colors and it doesn’t look like lava in the low elevations.