I wonder how we deal with this with the next release- I'm sure a whole
lot more users will complain about the stuck while launching FGFS.
By printing a message like 'Building database during first startup' on the
screen? By including the binary nav data with the release? Doesn't look like a
You know that rendering a transparent object twice alter its
transparency.
Of course, you can avoid to render it in the color buffer using write
mask in one pass.
What I do with the trees is render just the opaque bits early on as white with
essentially no light and fog computations to
On Thursday, October 04, 2012 06:42:30 Renk Thorsten wrote:
You know that rendering a transparent object twice alter its
transparency.
Of course, you can avoid to render it in the color buffer using write
mask in one pass.
What I do with the trees is render just the opaque bits early on
On 10/03/2012 11:02 PM, AJ MacLeod wrote:
On Mon, 01 Oct 2012 17:47:54 +0100
James Turner wrote:
The place I miss stereo sounds most is in glider cockpits - where are you
going to position the sound of the wind rushing past the canopy, fuselage
etc? It's bound to just sound mono and dead
James wrote
On 27 Sep 2012, at 09:40, James Turner wrote:
Here the aircraft model appears 5 sec before the scenery,
I'm seeing this intermittently too, I think it's related to ThorstenB's
clean-up
of the scenery init process. I'll let him comment how likely that is.
then the
On 4 Oct 2012, at 07:27, Renk Thorsten wrote:
By printing a message like 'Building database during first startup' on the
screen?
That's already done.
By including the binary nav data with the release?
This is possible but there's something weird going on with some people's
rebuilds.
On 4 Oct 2012, at 07:42, Renk Thorsten wrote:
What I do with the trees is render just the opaque bits early on as white
with essentially no light and fog computations to set the z-buffer and
discard all transparent pixels in the first pass, then render the rest in
detail with lequal
On 4 Oct 2012, at 09:19, Vivian Meazza wrote:
I've just pulled and built SG/FG/FGData. The start looks fine now, after
only a short test. However, I only see incomplete language resource on the
splash screen during the start sequence, and the spinner starts about
halfway through. I don't see
I am pretty confident (and hope to test, but it sounds like you might
beat me to it) that for either the classical (non-Rembrandt) render,
doing a depth-write *only* pass of the entire scene will be a net win.
(Again assuming the fragment shader is the bottleneck). Since this will
On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
The cockpit is the biggest potential gain, but due to the near camera - far
camera thingy, I don't see how this can be done on the level of editing
effect files - maybe a suitable edit of the camera group code can pull that
off, but I have no
De: James Turner zakal...@mac.com
On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
The cockpit is the biggest potential gain, but due to the near
camera - far camera thingy, I don't see how this can be done on
the level of editing effect files - maybe a suitable edit of the
camera group
I found that if I waited a little but longer so that FlightGear was
completely started up, and used UDP instead of TCP that it worked. Great!
-Original Message-
From: Jon S. Berndt [mailto:jonsber...@comcast.net]
Sent: Wednesday, October 03, 2012 6:03 AM
To: 'FlightGear developers
De: Frederic Bouvier
I have in my Rembrandt TODO list ...
BTW, this is not meant to refrain anybody to follow
this route or another ;-)
Regards,
-Fred
--
Don't let slow site performance ruin your business. Deploy
Thanks again everyone for the great feedback. I was completely unaware of
the git bundle mechanism. That actually seems like it is the simplest and
most straight forward. It allows pretty typical work flow with just an
alternative mechanism for handling the network parts. The only tricky
thing
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On 10/04/2012 05:58 PM, Curtis Olson wrote:
Thanks again everyone for the great feedback. I was completely
unaware of the git bundle mechanism. That actually seems like it
is the simplest and most straight forward. It allows pretty
typical work
On 4 Oct 2012, at 01:28, James Turner wrote:
The translation strings come from FGDATA, so it sounds like either
your fgdata hasn't updated correctly, or you're somehow selecting a locale for
which we don't have translations?
The English language resource is always considered for defaults.
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