Re: [Flightgear-devel] sound questions
On Thu, 2012-03-29 at 19:36 +0200, ThorstenB wrote: A minor remaining issue was about documentation. README.xmlsound says something like reference-distance is the distance where the sound volume is halved. According to OpenAL (and testing), this doesn't seem to be quite right. Instead, reference-distance is the distance below which the volume is clamped to its maximum. And volume is only attenuated _above_ reference distance. Or are we missing something? Looking at the sound code I see it uses AL_INVERSE_DISTANCE_CLAMPED which indeed clamps the volume at the reference distance according to the specs. I vaguely remember it used to be another model in the beginning so I expect that's described in the docs. Erik -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Segmentation fault after setting new time of day
Hi, I was wondering, after pulling simgear and flightgear from git since a long time I now get a segmentation fault when changing the time of day using the menu structure. It seems to be related to SampleGroup::suspend and at first I thought it might be a problem with my own AeonWave-OpenAL implementation but I seem to get the same behavior with OpenAL-Soft. Does anybody else see this or am I the only one with this problem? Erik -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear-devel Digest, Vol 71, Issue 19
Le 30/03/2012 09:21, flightgear-devel-requ...@lists.sourceforge.net a écrit : On Linux Debian/AMD64 (6.0) using Nvidia's 295.33 driver and a one-hour old GIT checkout plus this: jive: 11:05:16 ~ find .fgfs* # - make sure no autosave-cruft present find: No match. jive: 11:05:18 ~ env | grep \^FG FG_HOME=/opt/FlightGear # - binary install prefix FG_ROOT=/home/martin/SCM/FlightGear/fgdata # - Base Package jive: 11:05:22 ~ fgfs --prop:/sim/rendering/shaders/quality-level=0 --timeofday=noon --enable-rembrandt I'm getting a picture like this: http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_01.png Without Rembrandt everything looks as usual. Cheers, Martin. Hey Martin, and Fred, I have the same rendering here :) (GNU/Linux 64bit Nvidia 295.20 with, on console, End of harmless warning messages on effects not found RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cda Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support multiple color outputs. Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support multiple color outputs. Warning: RenderStage::runCameraSetUp(State) Pbuffer does not support multiple color outputs. Regards Emmanuel -- BARANGER Emmanuel http://helijah.free.fr -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
The lighting problem has been fixed and the shadows are in since this morning. Shadow resolution is configurable in the preferences by changing /sim/rendering/shadows/map-size before starting fgfs. I'll try to add a listener to make it settable at run-time. Next step will be to add lighting example in the repository. Martin: I know you prefer to handle shared model modification but I would like to commit a quick example : the apt-light model. So please forgive me :) Regards, -Fred The first batch of sources has been pushed to gitorious. These commits are intended mainly to check that the classical (forward) renderer is not broken and works as usual. They will also permit one to challenge his GPU and see how it behaves in front of the beast. In the plan exposed previously (see below), I skipped step 3. (define an XML format for a configurable renderer) as it appears to be more involved than expected. So what you have is a buggy step 5. :) Buggy because for some reason, sun light depends on the orientation of the camera. But you should get an image. The Rembrandt renderer is enabled with the --enable-rembrandt option. *ALL SHADERS SHOULD BE SET TO OFF* unless someone want to begin to convert other shaders. Now that the introduction of Rembrandt next, provided that the current operation is retained, has been accepted, it is time to outline the plan that I intend to apply: 1. update SimGear with additions made on the effects and animations (done). The changes include the creation of positioned uniforms, ie on which applies a MODELVIEW matrix transformation, which serve to indicate the position of light sources in the shaders, and light animations (spot and point). 2. modify the Renderer class to separate from the scenegraph, terrain and models on one hand, the skydome and stars on the other, and finally the clouds. These three elements are passed to the CameraGroup class in order to be treated separately in the new rendering engine (and put together in the current one). 3. define an XML format for describing the two possible rendering pipelines (the current and new). The format will introduce optional elements (such as shadows, ambient occlusion, glow). 4. modify the base effects for defining the techniques that apply to one or the other renderers (a request for assistance has already been sent to prepare the work and ensure that existing effects does not apply to new rendering mode). 5. implement in the new rendering engine the basic lighting equation (ambient + diffuse + specular) 6. add the shadows 7. add light management 8. with the help of Thorsten, add atmospheric scattering, haze and the light field 9. add the ancillary effects (ambient occlusion and glow) 10. help migrate models and effects I certainly forgot something. Let the discussion plug the holes Regards, -Fred http://wiki.flightgear.org/Project_Rembrandt -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Rembrandt] the plan
Frederic Bouvier wrote: Martin: I know you prefer to handle shared model modification I've retired from handling _any_ sort of model stuff, therefore I'm not the one to negotiiate with any more ;-) Cheers, Martin. P.S.: If you'd like me to test on the Nvidia 7950 GT again, please yell at me. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel