The local weather menu option is first before the other local weather
options. This does open up a dialog box where you do have to create
clouds
1-by-1. Looking at this, it appears that the intent of this is more for
debugging. Maybe it would make sense to move this option over to the
The main thing that bugs me with the system is that the view frustum
culling
around the edges of the screen is visible, so you continuously see the
clouds being created and disappearing at the edges of the screen as you
turn
or change views. If it was once in a while I could live with it,
On Friday 25 March 2011 10:01:33 thorsten.i.r...@jyu.fi wrote:
The main thing that bugs me with the system is that the view frustum
culling
around the edges of the screen is visible, so you continuously see the
clouds being created and disappearing at the edges of the screen as you
turn
This happens here as well (nVidia 8600GT (256MB VRAM) on linux). Now
that I
think of it it looks and behaves like graphics card memory bandwidth
issue,
maybe it is cured with the image cache set with CACHE_ALL? as by adding
some
more sistem RAM things haven't improved here.
Hm, I'm running
On Fri, Mar 25, 2011 at 7:44 AM, Thorsten Renk wrote:
The local weather menu option is first before the other local weather
options. This does open up a dialog box where you do have to create
clouds
1-by-1. Looking at this, it appears that the intent of this is more for
debugging. Maybe
On Friday 25 March 2011 11:31:57 thorsten.i.r...@jyu.fi wrote:
Hm, I'm running an nVidia GeForce 8600M GT from linux - unless the mobile
version makes all the difference, that would argue against a graphics card
issue (or maybe I'm missing something, I'm not a hardware specialist
either...).
Or maybe the mobile card's design is a bit different, or a bit newer and might
have better memory specs.(bandwidth, timings, size etc...)
--
Enable your software for Intel(R) Active Management Technology to meet the
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and see
if that makes a difference.
--
Enable your software for Intel(R) Active Management Technology to meet the
growing manageability and security
On Friday 25 March 2011 11:57:38 Emilian Huminiuc wrote:
Hmm, I'm gonna do a compile with the changed CACHE_OFF to CACHE_ALL, and
see if that makes a difference.
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with the clouds), as I
caught a glimpse of scenery getting redrawn too.
You may be right - I looked up the specs of my computer, and it seems I
have 512 MB VRAM, so
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
Yep things improve, noticeably. And I'm more convinced it's a lack of gpu
memory issue (as in it gets filled up pretty quick with the clouds), as I
caught a glimpse of scenery getting redrawn too.
You may be right - I looked
On Friday 25 March 2011 13:38:38 Emilian Huminiuc wrote:
On Friday 25 March 2011 12:52:58 thorsten.i.r...@jyu.fi wrote:
Yep things improve, noticeably. And I'm more convinced it's a lack of
gpu memory issue (as in it gets filled up pretty quick with the
clouds), as I caught a glimpse of
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:
The most efficient way seems to have everything else maxed out, and
selected.
Not always. Asymmetric buffering is good if you fly straight, but very bad
if you circle - for soaring it's completely unsuitable as you'd
On Friday 25 March 2011 14:00:20 thorsten.i.r...@jyu.fi wrote:
Quick and easy way out, compressed textures for the clouds as in .dds
textures
:D
(sorry about that, couldn't help myself :P)
I doubt it's a general solution since I get 30% framerate reduction for
dds textures. But
On Thu, 24 Mar 2011 14:33:45 +0100, Robert wrote in message
AANLkTi=ev_fsxjcvn8jj7+aiav6hzj6pq6spbyrnn...@mail.gmail.com:
--prop:/sim/rendering/multi-sample-buffers=true
..this segfaulted on my 3 day old git, will retest with todays.
This maybe a problem with your graphics
Nice white-out or rather gray-out when entering the rainy bit :) . (Not
recommended with a plane that has no interior :P )
As for texture sizes, I think that those that are 6-9/sheet can be converted
to 6-9 textures of 256x256, for the rest I think it depends on their shape,
and of course
On 3/24/2011 2:18 PM, Kpykcъ wrote:
Hi all,
with no doubt, question about view capture is not rare, but what
i've found, is that only solution which able to stream view image via
network is screenstreamer [ http://pigeond.net/flightgear/screenstreamer/ ]
patch and
now its outdated, and was
Just wanted to add that transparency is working with Alpha Exponent
(DXT5) for me.. I'm using the latest Hudson build (Win7 x64) with
fgdata cloned last night. I converted the F-16 liveries to DXT5, and
used Alpha Exponent for the markings (which are mostly transparent).
It looks ugly in the dds
Indeed the jitter is caused by Nasal's garbageCollect method. Simple
test: add a printf (apply attached patch to simgear) and you should see
the stutter is synchronized with it.
True! The text is printfed with every jitter.
Well, there is a workaround! Use a faster CPU :). I see a jitter
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