Hi Stuart,
On Saturday, December 17, 2011 20:14:22 you wrote:
I've committed the code changes to my repository clones for the impostors,
some configuration for LoD nodes, and having a geometry per cloud, with
a bubble sort for ordering.
It would be fantastic if people could take the time
Shaders in C++ code (CameraGroup.*xx, renderer.cxx, and in the effect code in
SG - maybe I will revert that). But the ultimate goal is to make them
configurable.
All effects would have to be rewritten because the renderer have very
specialized stages.
I began writing something about the
Hi Fred,
On Sunday, December 18, 2011 09:37:04 Frederic Bouvier wrote:
Shaders in C++ code (CameraGroup.*xx, renderer.cxx, and in the effect code
in SG - maybe I will revert that). But the ultimate goal is to make them
configurable. All effects would have to be rewritten because the renderer
On Sat, 2011-12-17 at 17:35 +0200, thorsten.i.r...@jyu.fi wrote:
Does anyone know how to switch AI traffic off? I edited preferences.xml
and autosave to verify that it's set to false, I checked
/sim/ai-traffic/enabled to be 'false' - and yet tons of messages still
pass my screen about AI
Now I get it. Was looking for that type of rendering for a long time
ago. Good luck!
Cheers.
On 18/12/11 09:37, Frederic Bouvier wrote:
Shaders in C++ code (CameraGroup.*xx, renderer.cxx, and in the effect
code in SG - maybe I will revert that). But the ultimate goal is to
make them
Hi Mathias,
- Mail original -
De: Mathias Fröhlich
Hi Fred,
On Sunday, December 18, 2011 09:37:04 Frederic Bouvier wrote:
Shaders in C++ code (CameraGroup.*xx, renderer.cxx, and in the
effect code in SG - maybe I will revert that). But the
ultimate goal is to make them
On Sat, 2011-12-17 at 19:14 +, Stuart Buchanan wrote:
As I said previously, I'm not seeing massive changes in frame-rates
with these changes. On my
system, running the c172p from KLVK I get 30 fps with 2D clouds and
28-29fps with 3D clouds. However,
the draw time presented by the
On Saturday, December 17, 2011 23:19:16 Stuart Buchanan wrote:
Great work Adrian,
I had something similar working in January - I think I posted
something to this list. My system used an AI scenario to
create a number of ships, and then used a perl script to
query www.marinetraffic.com using
On Sun, Dec 18, 2011 at 5:06 AM, Patrick Callahan wrote:
What can be said about the flight dynamics of the C172P model?
Is it accurate? If not, how could it be improved?
It's currently got a 3 rating. It matches some of the PoH numbers
(cruise speed, rate of climb) for an aircraft fitted with
Patrick Callahan wrote:
What can be said about the flight dynamics of the C172P model?
Is it accurate? If not, how could it be improved?
The response varies _much_ depending on whom you ask :-)
Personally I'm quite confident with FlightGear's flight dynamics, but
there's always room for
2011/12/18 Mathias Fröhlich wrote:
Good to see!
And in fact without testing too much I think we are on the right track.
Just starting and comparing the frame rates with and without the changes gives
a 3x performance boost on my setup!
Excellent.
So, since you do not see that huge
On 18 Dec 2011, at 11:06, Stuart Buchanan wrote:
One question for the release managers: Do performance improvements such as
these count as bug fixes or features? Should we try to get this into
the 2.6.0 release,
or wait until 2.8.0?
I think the answer is 'it depends', but given that you
Martin Spott wrote:
Note that there are many, many different variants of the real one,
therefore claims like it climbs too fast might be rather moot the
smaller the deviation gets, because it depends much on the weight
(which might depend a lot on the installed equipment) and the condition
Hi,
On Sunday, December 18, 2011 12:06:22 Stuart Buchanan wrote:
One question for the release managers: Do performance improvements such as
these count as bug fixes or features? Should we try to get this into
the 2.6.0 release,
or wait until 2.8.0?
Given that you have already prepared this
Am 18.12.2011 12:02, schrieb Martin Spott:
Personally I'm quite confident with FlightGear's flight dynamics, but
there's always room for improvement and if you know someone who's
flying the real one (maybe you're evn doing yourself), take a
stopwatch, pen and paper and record climb rates at
On Sun, Dec 4, 2011 at 6:00 PM, Csaba Halász csaba.hal...@gmail.com wrote:
I know this information is very sketchy right now, and I will be
performing more tests
Ok, I have done various test flights, the most recent in the ufo with
all eye candy disabled, and the problem persists. At the end
On Sun, 18 Dec 2011, Frederic Bouvier wrote:
Hi John,
if you're still wondering what it is about, this video can help :
http://youtu.be/peEzEapavkg
VERY nice!
Is there a way to make the same shadow effects apply to aircraft as well?
g.
--
Proud owner of F-15C 80-0007
o De: Gene Buckle
On Sun, 18 Dec 2011, Frederic Bouvier wrote:
Hi John,
if you're still wondering what it is about, this video can help :
http://youtu.be/peEzEapavkg
VERY nice!
Is there a way to make the same shadow effects apply to aircraft as
well?
It applies also for
On Sun, 18 Dec 2011, Frederic Bouvier wrote:
o De: Gene Buckle
On Sun, 18 Dec 2011, Frederic Bouvier wrote:
Hi John,
if you're still wondering what it is about, this video can help :
http://youtu.be/peEzEapavkg
VERY nice!
Is there a way to make the same shadow effects apply to
On 18 Dec 2011, at 16:44, Flightgear-commitlogs wrote:
#479: avoid issues due to trailing path separators
Cut trailing separators when converting from string to sgpath.
Also, SGPath::fix does NOT replace :. It only replaces \ with /,
so the i!=1 check for Windows made no sense
Am 18.12.2011 20:13, schrieb James Turner:
On 18 Dec 2011, at 16:44, Flightgear-commitlogs wrote:
(rule #9: never believe a source code comment).
Ah, but it used too, until I removed the Mac OS *9* supporting code :)
Yes, I guessed it was some copypaste issue or some left-over. Actually
One question for the release managers: Do performance improvements such as
these count as bug fixes or features? Should we try to get this into
the 2.6.0 release,
or wait until 2.8.0?
For me, 3d clouds are currently mostly unusable. If this cures the
issue, I'd call it a fix. However, the
Is there a way to make the same shadow effects apply to aircraft
as well?
It applies also for aircraft, and for relief as well. Why do you
thing it could be differently ? My implementation is very different from
the one that was implemented in FG 1.0
I didn't know - my graphics
On Sun, Dec 18, 2011 at 8:18 PM, Torsten Dreyer wrote:
One question for the release managers: Do performance improvements such as
these count as bug fixes or features? Should we try to get this into
the 2.6.0 release, or wait until 2.8.0?
For me, 3d clouds are currently mostly unusable. If
Hi Everybody,thank you for all your replies. I have downloaded and compiled
2.4.0 from the website. I have cloned fgdata on my local machine. Until I
compile 2.5.0 from git, I am cheating by using the data from 2.4.0 + symlinks
to the c127p and Instruments-3d folders from fgdata from git. I
That's the main reason of why I prefer shadow volumes, they are much
more efficient in big scenes. Cascaded shadow maps can make a lot here,
I would try implementing them before going into more issues.
But still looks awesome, I think it is time for helijah to remove all
his aircrafts'
Hi Martin,
I think I see the cause. It looks like sometimes, when a low priority
landclass is clipped against the already accumulated thin polys like roads
and steams, there could be a section that isn't removed (so only 1 region
is created when there should be 2). Because the road region is
On Sunday 18 December 2011 04:02:01 Martin Spott wrote:
Patrick Callahan wrote:
What can be said about the flight dynamics of the C172P model?
Is it accurate? If not, how could it be improved?
The response varies _much_ depending on whom you ask :-)
Personally I'm quite confident with
Sorry to respond to myself, but wanted to add some detail:
Mass Properties Report (English units: lbf, in, slug-ft^2)
WeightCG-XCG-YCG-Z
Base Vehicle 1500.041.0 0.036.5
0 Pilot
Adding another adult in the front seat, and two large kids/small ladies in the
back seat, as well as 50 lbs of luggage and a near full load of fuel:
Mass Properties Report (English units: lbf, in, slug-ft^2)
WeightCG-XCG-YCG-Z
Base Vehicle
On Sun, 18 Dec 2011, Frederic Bouvier wrote:
Is there a way to make the same shadow effects apply to aircraft
as well?
It applies also for aircraft, and for relief as well. Why do you
thing it could be differently ? My implementation is very different from
the one that was implemented in FG
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