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
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
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
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
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
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
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)
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
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
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
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
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
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
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