Re: [Flightgear-devel] Shader properties and dialog

2011-11-24 Thread Stuart Buchanan
On Mon, Nov 21, 2011 at 11:41 AM, Martin Spott wrote:
 Stuart Buchanan wrote:

 I don't think there is any particularly good reaon for the
 dependency, for either the trees or the clouds.  I'm away at the
 moment but will look at uncoupling them later in the week.

 Don't forget to pick up your virtual bottle of fine Whisky (note the
 spelling) afterwards,

I've now removed the dependency of both the trees and 3D clouds
on /sim/rendering/shader-effects (aka Material Shaders in the
Rendering Dialog). You'll need an up to date flightgear and fgdata
to pick up the changes.

I will be treating myself to a small glass of Balvenie as a reward :)

Now back to my ongoing quest to make the 3D clouds fast enough...

-Stuart

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-24 Thread Arnt Karlsen
On Tue, 22 Nov 2011 16:01:07 -0800 (PST), Gene wrote in message 
alpine.lfd.2.00.221600360.4...@grumble.deltasoft.com:

 On Wed, 23 Nov 2011, Arnt Karlsen wrote:
 
  Starting i.e. b29 and Material Shaders enabled. We can also share
  the issue in my log, I start with c172p at KSFO 10L and you take
  the b29 at 10R.
 
  ..easy now, I'm on the road with an eeepc that takes about
  3-5 seconds of agony between each frame, so dream on on me
  on multiplayer. ;o)
 
 Talk about an excercise in total futility.

..well, I _am_ able to fly _some_ of the planes here, 
merely a matter of staying far enough ahead of it. ;o)

..the b29 looks painted weirdly white, and the output complains about
no image file, maybe the reader did not set the filename attribute,
using white for type '2d' on '',
in /technique[9]/pass[0]/texture-unit[0] creating 3D noise texture...
DONE

..output attached as ju52b29 and I will attach screenshot 
as fgfs-b29-002.png if that's ok with you guys, this post
is a copy of a draft with the big bad binary tossed out.

..everything is on in the rendering department. 
arnt@nb6:~$ ll Pictures/fgfs-b29-002.png ju52b29 
-rw-r--r-- 1 arnt arnt   3669 Nov 24 23:33 ju52b29
-rw-r--r-- 1 arnt arnt 609871 Nov 24 23:27 Pictures/fgfs-b29-002.png
arnt@nb6:~$ md5sum Pictures/fgfs-b29-002.png ju52b29 
6bdae27ccdaf2409a4a1dc833b7cba54  Pictures/fgfs-b29-002.png
62933f0961b19da7d569c0c640a1dd67  ju52b29
arnt@nb6:~$ 

..no visible change in tonite's rebuild.

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


ju52b29
Description: Binary data
--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-22 Thread Arnt Karlsen
On Mon, 21 Nov 2011 23:04:25 +0100, HB-GRAL wrote in message 
4ecacae9.7070...@sablonier.ch:

 Am 21.11.11 22:08, schrieb Arnt Karlsen:
  On Mon, 21 Nov 2011 14:55:34 +0100, HB-GRAL wrote in message
  4eca5856.6060...@sablonier.ch:
 
  Hi Gijs
 
  I would be very happy with a reflect checkbox/property once. Just
  to remember issue #295 (stalled, why?), this one is still broken
  with my ati on osx, osg trunk. It is not broken at all, but it
  still produce this renderbin draw errors filling my fgfs log to a
  huge file running flightgear. I started to avoid aircrafts using
  this shader, but now I am runnung into the same problems when I
  start in multiplayer mode with material shaders enabled.
 
  ..you have a commandline suggestion I can try to try reproduce this
  bug?
 
 
 Hi Arnt
 
 Starting i.e. b29 and Material Shaders enabled. We can also share the 
 issue in my log, I start with c172p at KSFO 10L and you take the b29
 at 10R.

..easy now, I'm on the road with an eeepc that takes about 
3-5 seconds of agony between each frame, so dream on on me 
on multiplayer. ;o)

..the only plane I've done a successful T/O with FG-git on 
my eeepc, is the ju-52, which _must_ be modeled wrongly,  
it's a tail dragger that does T/O's straight ahead. 
Once airborne, the ju-52 is a _lazy_ slow pussycat ;o)

..I _can_ put anything up in the air and do paused screenshots ok.
Debian's FG-2.0 does an easily flyable 3-5fps.

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-22 Thread Gene Buckle
On Wed, 23 Nov 2011, Arnt Karlsen wrote:

 Starting i.e. b29 and Material Shaders enabled. We can also share the
 issue in my log, I start with c172p at KSFO 10L and you take the b29
 at 10R.

 ..easy now, I'm on the road with an eeepc that takes about
 3-5 seconds of agony between each frame, so dream on on me
 on multiplayer. ;o)

Talk about an excercise in total futility.

g.

-- 
Proud owner of F-15C 80-0007
http://www.f15sim.com - The only one of its kind.
http://www.diy-cockpits.org/coll - Go Collimated or Go Home.
Some people collect things for a hobby.  Geeks collect hobbies.

ScarletDME - The red hot Data Management Environment
A Multi-Value database for the masses, not the classes.
http://www.scarletdme.org - Get it _today_!

Political correctness is a doctrine, fostered by a delusional, illogical
minority, and rabidly promoted by an unscrupulous mainstream media, which
holds forth the proposition that it is entirely possible to pick up a turd
by the clean end.

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread Stuart Buchanan
On 20 Nov 2011, at 22:19, Vivian Meazza  wrote:
 I can’t see any reason for the dependency
 between 3d clouds and Material Shaders, 
 but Stuart might enlighten us. 

I don't think there is any particularly good reaon for the dependency, for 
either the trees or the clouds. I'm away at the moment but will look at 
uncoupling them later in the week. 

-Stuart

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread thorsten . i . renk
 In any case, the 3
 frame rate killers here are 3d Clouds, Trees, and AITraffic. Compared to
 these, the effect on frame rate by shaders is trivial.

Not for me. For me, the landmass effect at quality  3.5 (or 4? - I can't
check without computer) is the killer - with nothing else enabled, it
brings be down from 60 to 12 fps.

3dclouds can be adjusted as needed with the distance slider - having a
similar slider for trees rather than having to hack materials.xml would be
rather nice.

Landmass being so expensive, I can

1) have landmass off completely to run other shaders at high quality
setting (which is what I'm doing, so I always have to shift the snow line
as high as possible to not get artefects because some terrain doesn't show
snow now)

2) run all shaders at low quality, even those which run fine for me at
high quality settings

So I am very much in favour of a more detailed dialog which allows me to
select quality levels of shaders individually (with the convention that
quality zero is off).

* Thorsten


--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread Martin Spott
Stuart Buchanan wrote:

 I don't think there is any particularly good reaon for the
 dependency, for either the trees or the clouds.  I'm away at the
 moment but will look at uncoupling them later in the week.

Don't forget to pick up your virtual bottle of fine Whisky (note the
spelling) afterwards,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread Gijs de Rooy

Thanks for the feedback/ideas so far! Hope to get some more throughout the week.

 Vivian wrote:
 This proposal doesn’t seem to address the problem namely that 3d clouds and 
 Random 
 Vegetation (trees)
require Material Shaders to be checked in the gui

It does, partly. As I said, the 3D clouds require a source edit (which I'm 
incapable of), so those
are still shader dependant, but the trees are uncoupled by my merge. Do note 
that there is 
bug #494 that makes it appear broken.

 Vivian wrote:
 the
 Shader options are not greyed out when the slider is at 0 (shaders 
OFF), thus it might 
 be inferred that shaders are active when they aren’t

Valid point. Will take care of that.

 Vivian wrote:
  the effect on frame rate by shaders is trivial

Allowing people to switch individual shaders on/off isn't just a matter of 
framerates. On my old
computer for example, I am unable to use the bumpmap shader. Most other shaders 
work fine
though. The current dialog forces me to disable all shaders, just because that 
single one doesn't 
work on my machine. Doesn't work as in breaks my aircraft in hunderts of 
pieces.

 Vivian wrote:
  It actually breaks the water shader effect 

In what way? As far as I can see it works fine here...

 Vivian wrote:
 The Snow-line slider has been moved to Global weather which implies that it 
 is:

 a. weather related

 b. only applicable to Global Weather.

 Neither is true – it is an arbitrary value, and it applies to all conditions. 
Right. The snow line is a rather strange thing. I agree that it's better of in 
the rendering dialog
for now (especially because it also works with local-weather). Will move it 
back.

 Stuart wrote:
 I
 don't think there is any particularly good reaon for the dependency, 
for either the trees 
 or the clouds. I'm away at the moment but will look
 at uncoupling them later in the week. 

See my comment to vivian about the trees. Would be nice if you could look at 
the clouds!

 Thorsten wrote:
 3dclouds can be adjusted as needed with the distance slider - having a 
 similar slider for trees 
 rather than having to hack materials.xml would be rather nice.

+1 and a density slider as well.

I'll see if I can update the merge-request today.

Cheers,
Gijs
  --
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread James Turner

On 21 Nov 2011, at 13:01, Gijs de Rooy wrote:

 Thanks for the feedback/ideas so far! Hope to get some more throughout the 
 week.

Just to add my opinion (since this was partly my suggestion)

My key concern is that most people (even developers) don't care about 'material 
shaders', so long as things work, and they get sufficient FPS. They want a 
control to give them more FPS if things are slow!

Hence the desire to have the clouds and trees be de-coupled from the 'big 
global shader switch'

This raised the point, that the current checkboxes are also bad, because they 
combine several shaders. What I'd prefer, then, is a single quality slider 
(where 0 = 'no shaders'), and then an advanced / debug dialog, as already 
suggested by many other people, where I can toggle each individual shader by 
hand, when one causes problems - which does happen during shader development :)

(And it would be really good if this list included aircraft-specific shaders, 
because sometimes an MP aircraft loads, and I get render errors from OSG due to 
a bad shader)

Ideally (from a UX point of view), most users would only ever touch the slider 
- no additional parameters for snow line / tree density / etc. However, that's 
something that can be improved over time.

James

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread HB-GRAL
Hi Gijs

I would be very happy with a reflect checkbox/property once. Just to 
remember issue #295 (stalled, why?), this one is still broken with my 
ati on osx, osg trunk. It is not broken at all, but it still produce 
this renderbin draw errors filling my fgfs log to a huge file running 
flightgear. I started to avoid aircrafts using this shader, but now I am 
runnung into the same problems when I start in multiplayer mode with 
material shaders enabled.

Cheers, Yves

Am 21.11.11 14:01, schrieb Gijs de Rooy:

 Thanks for the feedback/ideas so far! Hope to get some more throughout the 
 week.

 Vivian wrote:
 This proposal doesn’t seem to address the problem namely that 3d clouds and 
 Random
 Vegetation (trees)
 require Material Shaders to be checked in the gui

 It does, partly. As I said, the 3D clouds require a source edit (which I'm 
 incapable of), so those
 are still shader dependant, but the trees are uncoupled by my merge. Do note 
 that there is
 bug #494 that makes it appear broken.

 Vivian wrote:
 the
   Shader options are not greyed out when the slider is at 0 (shaders
 OFF), thus it might
 be inferred that shaders are active when they aren’t

 Valid point. Will take care of that.

 Vivian wrote:
   the effect on frame rate by shaders is trivial

 Allowing people to switch individual shaders on/off isn't just a matter of 
 framerates. On my old
 computer for example, I am unable to use the bumpmap shader. Most other 
 shaders work fine
 though. The current dialog forces me to disable all shaders, just because 
 that single one doesn't
 work on my machine. Doesn't work as in breaks my aircraft in hunderts of 
 pieces.

 Vivian wrote:
   It actually breaks the water shader effect

 In what way? As far as I can see it works fine here...

 Vivian wrote:
 The Snow-line slider has been moved to Global weather which implies that it 
 is:

 a. weather related

 b. only applicable to Global Weather.

 Neither is true – it is an arbitrary value, and it applies to all conditions.
 Right. The snow line is a rather strange thing. I agree that it's better of 
 in the rendering dialog
 for now (especially because it also works with local-weather). Will move it 
 back.

 Stuart wrote:
 I
   don't think there is any particularly good reaon for the dependency,
 for either the trees
 or the clouds. I'm away at the moment but will look
   at uncoupling them later in the week.

 See my comment to vivian about the trees. Would be nice if you could look at 
 the clouds!

 Thorsten wrote:
 3dclouds can be adjusted as needed with the distance slider - having a 
 similar slider for trees
 rather than having to hack materials.xml would be rather nice.

 +1 and a density slider as well.

 I'll see if I can update the merge-request today.

 Cheers,
 Gijs
   



 --
 All the data continuously generated in your IT infrastructure
 contains a definitive record of customers, application performance,
 security threats, fraudulent activity, and more. Splunk takes this
 data and makes sense of it. IT sense. And common sense.
 http://p.sf.net/sfu/splunk-novd2d



 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel


--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread Anders Gidenstam
On Mon, 21 Nov 2011, Gijs de Rooy wrote:

 Aircraft shaders are supposed to appear on the list one day, but 
 Emillian is currently combining
 most (if not all) of the aircraft-shaders in one file. It's probably 
 better to wait on him before we do
 something about aircraft shaders.

Or we define the interface we want to have between the shaders and the 
dialog now so Emillian can use it for his combined shader and others for 
their own shaders (e.g. I don't think the very aircraft specific balloon 
envelope shader will be part of the combined aircraft shader :).

Someone recently mentioned that he'd like to be able to set the quality 
level of each shader, which makes quite good sense even if not all shaders 
have different quality levels - but for those level 0 is off and anything 
above would be on.

If we could presume that no shader will have more than, say,  5 quality 
levels a suitable interface could be that each shader creates a
/sim/rendering/shaders/foo-effect-quality
property.

Though, if we'd want to go fancy we could decide on (e.g.)
/sim/rendering/shaders/foo-effect/quality
/sim/rendering/shaders/foo-effect/max-quality  (assuming 0 is the minimum/off)
/sim/rendering/shaders/foo-effect/description  (useful for the dialog)

Making a dialog that dynamically displays a slider for all
/sim/rendering/shaders/foo-effect-quality
properties should not be a problem. E.g. the fuel and payload dialog 
displays a variable number of fuel tanks and payload items based on the 
properties present in the tree.


Cheers,

Anders
-- 
---
Anders Gidenstam
WWW: http://gitorious.org/anders-hangar
  http://www.gidenstam.org/FlightGear/

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-21 Thread HB-GRAL
Am 21.11.11 22:08, schrieb Arnt Karlsen:
 On Mon, 21 Nov 2011 14:55:34 +0100, HB-GRAL wrote in message
 4eca5856.6060...@sablonier.ch:

 Hi Gijs

 I would be very happy with a reflect checkbox/property once. Just
 to remember issue #295 (stalled, why?), this one is still broken with
 my ati on osx, osg trunk. It is not broken at all, but it still
 produce this renderbin draw errors filling my fgfs log to a huge file
 running flightgear. I started to avoid aircrafts using this shader,
 but now I am runnung into the same problems when I start in
 multiplayer mode with material shaders enabled.

 ..you have a commandline suggestion I can try to try reproduce this bug?


Hi Arnt

Starting i.e. b29 and Material Shaders enabled. We can also share the 
issue in my log, I start with c172p at KSFO 10L and you take the b29 at 10R.

Cheers, Yves

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Shader properties and dialog

2011-11-20 Thread Vivian Meazza
Gijs,

 

This proposal doesn't seem to address the problem namely that 3d clouds and
Random Vegetation (trees) require Material Shaders to be checked in the gui,
and that doing so ran other, unrelated and unneeded shaders. This proposal
is different to, rather than better than the existing. It actually breaks
the water shader effect (I expect that can be fixed), and I don't know what
else - I haven't time to go through everything. In one important aspect it
is worse: the Shader options are not greyed out when the slider is at 0
(shaders OFF), thus it might be inferred that shaders are active when they
aren't.

 

I can't see any reason for the dependency between 3d clouds and Material
Shaders, but Stuart might enlighten us. Nor can I see any thing wrong with
the shaders controlled by the Material Shader checkbox. In any case, the 3
frame rate killers here are 3d Clouds, Trees, and AITraffic. Compared to
these, the effect on frame rate by shaders is trivial. As an example using
the B29 (with reflect shader) at KSFO I see a minimum of 50 fps with all
shaders off and no 3D clouds. If I switch on all shaders, I get 40 fps. With
all optional shaders off and 3D clouds on, I see 14 fps. If I switch
optional shaders on that drops to 13. If I switch everything on, I get an
unusable 9 or 10 fps. 

 

I'm using a nVidia GTX 260, not particularly powerful by today's standards.
I monitor its performance: with all shaders on GPU usage never exceeds 40%
and is more usually 30% or less. I would suppose that, at least here, the
problem of frame rate is not in the GPU and shaders but within FG/SG/OSG 

 

I would oppose this change on the grounds that it ain't broke so it don't
need fixing, and will introduce unknown problems. If you can assure me that
all ramifications of this proposal are known and fixed, then I might change
my mind.

 

Meanwhile - I would like to uncouple 3D clouds and Trees from material
shaders, which if possible would fix something. 

 

Vivian

 

 

-Original Message-
From: Gijs de Rooy [mailto:gijsr...@hotmail.com] 
Sent: 20 November 2011 19:06
To: FlightGear Development list
Subject: [Flightgear-devel] Shader properties and dialog

 

Following up on the framerate vs shaders discussion I made some changes to
the rendering
dialog and the way shaders are controlled. They are meant to make it easier
for (new) users
to get nice framerates, while still allowing the eye-candy that they find
important.

Some highlights:

*   The snow line slider is moved to the Environment  Global Weather
dialog.
*   All shaders can be individually en-/disabled via the View  Shader
Options dialog.
*   Setting the Quality vs Performance slider to 0 will disable all
shaders, with the 
exception of the tree shader.
*   Trees can be toggled by a single checkbox click now. No need to
fiddle around with
shaders to get them appear. I did came across a bug
http://code.google.com/p/flightgear-bugs/issues/detail?id=494  but that is
not related to these
shader/dialog changes.
*   Shader enable/disable properties and the quality-level are moved
from sim/rendering 
to sim/rendering/shaders.


Some notes:

*   I changed some property names (see above), which obviously brakes
some stuff. For 
example, aircraft that use the PersistentContrail effect need a little edit
in their .eff
files.
*   Now that the notorious Material Shaders option/property is
removed, effects should
no longer refer to the /sim/rendering/shader-effects property. 
Instead, /sim/rendering/shaders/quality-level should be used instead. That
will disable 
the effect when the quality-slider is set to 0.
*   The (old) 3D clouds appear to be hardcoded. Right now they still
check the old property
(/sim/rendering/shader-effects). Therefore, you will not see 3D clouds by
enabling the
checkbox like it used to be. Local weather clouds works fine though. 

 

Because it breaks some stuff I decided to create a merge-request, so anyone
can test and share
comments, ideas and patches. 

Here is the merge request:
https://gitorious.org/fg/fgdata/merge_requests/122 

Enjoy!


Gijs

--
All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel