World scenery in flightgear
![world scenery in flightgear world scenery in flightgear](https://www.flightgear.org/wp-content/gallery/gallery-v2-8/scenery03.jpg)
The terrain-default effect has the wrong texture and goes black in the distance.
![world scenery in flightgear world scenery in flightgear](http://www.advplans.com/images/flightgearpics/c310.jpg)
(lfeat.eff is derived from Runway.eff which inherits from terrain and uses a runway shader at high settings). Switching to lfeat.eff causes roads to render, even at ultra, but there are no moving cars etc. Roads: switching materials ws30Freeway and ws30Road to road-*.eff causes roads not to render.There's no way to tell FG to use the WS30 version - ws30-overlay.eff. terrain-overlay.eff is used in newer regional definitions instead of terrain-default.They are currently put into the global variable tile_size in ag, and flipped manually. These could be packed in a vec2 called tile_size.xy. Uniforms tile_width and tile_height sent from the CPU are the wrong way around.Notes - short term features Misc issues (near term): 8.1.1 Possible things old/exotic compilers/GPUs may throw errors or have rendering issues with.3.2 2) Searching the landclass texture every pixel (fragment).
![world scenery in flightgear world scenery in flightgear](http://www.advplans.com/images/flightgearpics/A300.jpg)
3.1 1) Special pass to search the landclass texture.1.2.1 Sending of texture set data to shaders.1.2 Sending materials parameters to shaders as arrays of vec4s.