Frederic Bouvier wrote:
I cheched your patch in but I still have the checkerboard :
http://frbouvi.free.fr/flightsim/fgfs_clouds_checker.jpg
but only when the weather scenario is set to none.
-Fred
Thanks for checking in all my patches.
I'm aware that there are still checkerboard issues.
Well, just tested, very nice, I withnessed an improvement in performance.
My specs: Athlon XP2000, 768MB ram, NVidia FX 5900 @ 1680x1050 (system:
linux with nvidia drivers), no AA
Using: sg + fg cvs, OSG 2.7.5; everything enabled, custom settings,
using metar, no ai/mp planes around
Startup:
I haven't applied the patch yet, so I can't give full specs. With CVS
as of a few days ago, I did notice that OSG attributed almost double
the 'update' time with 3D clouds on.
I assume that Tim can comment on what The 'update' time is. I assume
this means that (at least prior to your patch) the
Hi,
Well, just tested, very nice, I withnessed an improvement in
performance.
My specs: Athlon XP2000, 768MB ram, NVidia FX 5900 @
1680x1050 (system:
linux with nvidia drivers), no AA
Using: sg + fg cvs, OSG 2.7.5; everything enabled, custom
settings,
using metar, no ai/mp planes
Hi,
Recently, I discovered that there seem to be almost the double cameras
that there were previously. This is in the event/update/cull/draw
page of the statistics page.
Is this expected?
I also notice that each camera seems to be 'paired' with another
camera - as in the 2nd camera will not
Hi,
this is a patch to speed up startup times and some other misc things.
Please kindly try it out on your configurations. Commenting on each
file/change:
nasal/misc.h:
If p == 0 return, else call free(p). Dont go into the malloc lib for
nothing, probably free() does this check 1st thing in
Matthew Tippett wrote:
Hi,
Recently, I discovered that there seem to be almost the double cameras
that there were previously. This is in the event/update/cull/draw
page of the statistics page.
Is this expected?
Yes. In order to draw our huge Z range -- from the tip of your nose (more
Hi,
* Yon Uriarte -- Wednesday 26 November 2008:
this is a patch to speed up startup times and some other
misc things.
Thanks for taking care of that. Startup time is really a
problem, made worse by the fact that one has to restart
fgfs to use another aircraft.
I'll leave commenting on the
On 26 Nov 2008, at 11:14, Yon Uriarte wrote:
Hi,
this is a patch to speed up startup times and some other misc
things. Please kindly try it out on your configurations. Commenting
on each file/change:
logstream.cxx:
Modified a bit the logstream implementation to avoid (stack)
Hi Folks,
Can whoever is working on the NZ scenery put Andrew Casey's house on
the ground so we can buzz it until he complies. :)
That was a joke (possibly a bad one).
dave.
-
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Comments within
Original Message
Subject: Re: [Flightgear-devel] Total Cameras in statistics view
From: Tim Moore [EMAIL PROTECTED]
To: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Date: 26/11/08 09:57 AM
Matthew Tippett wrote:
Yes. In order
Hi,
I have been wrestling with this for a few weeks now. As some of you are
aware, I am slowly preparing a new multi-head demo with around 8 GPUs in
it (so up to 16 heads).
The new camera support is great, but there are some problems with the
way the frustums work.
My understanding is that
FlightGear's Nasal doesn't support running external commands.
Partly because it's too dangerous, but also because Nasal's
unix module isn't fully cross-platform (read: Windows isn't
good enough for it ;-)
On Unices (Linux, OSX) it's fairly trivial to implement this
feature and to keep it
* Melchior FRANZ -- Wednesday 26 November 2008:
2) Write a script that scans the FIFO (attached).
Better version attached. (In this simple case we don't
need the inner loop and the timeout.)
m.
fgfs.fifo.runner
Description: application/shellscript
Matthew Tippett wrote:
Hi,
I have been wrestling with this for a few weeks now. As some of you are
aware, I am slowly preparing a new multi-head demo with around 8 GPUs in
it (so up to 16 heads).
The new camera support is great, but there are some problems with the
way the frustums
Thanks.
I guess the frustum calculation is possibly the most difficult part
(at least investing some more effort) and dusting off the maths.
With the original shear code that you implemented first there did
appear to be a project of some sort - the far left and right screens
exhibit a level of
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