The runway effect parameters override any parameters it has in common
with the terrain-default effect (since it inherits from it), it is not a bug,
that's how the system is supposed to work.
I don't know, it doesn't strike me as consistent.
There are two control structures here:
No, you got the system wrong.
When an effect inherits from another it rewrites those parts that are common
between the two xml files, keeping the parts that are different. Thus if
runway inherits from terrain the actual runway effect as seen by flightgear
gets a technique 4 of its own
No, you got the system wrong.
When an effect inherits from another it rewrites those parts that are
common
between the two xml files, keeping the parts that are different.
Yes, but what's wrong with making that conditional based on technique number?
What functionality would this destroy?
On Wednesday 02 May 2012 07:55:19 Renk Thorsten wrote:
No, you got the system wrong.
When an effect inherits from another it rewrites those parts that are
common
between the two xml files, keeping the parts that are different.
Yes, but what's wrong with making that conditional based on
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
The default effects usually specify their techniques with higher numbers to
allow any inheriting effect to insert their own techniques below them,
techniques that get activated by the same condition.
Actualy this should read:
The
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
The default effects usually specify their techniques with higher
numbers to allow any inheriting effect to insert their own
techniques below them, techniques that get activated by the same
condition.
Actualy this should read:
On Wednesday 02 May 2012 10:53:31 Frederic Bouvier wrote:
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
The default effects usually specify their techniques with higher
numbers to allow any inheriting effect to insert their own
techniques below them, techniques that get
So far we had: start with skydome shader on and landmass set to 4:
- models appear black and are not shaded properly
Click on landmass slider without changing the value:
- modelss jump to proper shading
I've made one more observation: Do the above at noon. Then change to dawn
- models remain
On Wednesday 02 May 2012 09:07:57 Renk Thorsten wrote:
So far we had: start with skydome shader on and landmass set to 4:
- models appear black and are not shaded properly
Click on landmass slider without changing the value:
- modelss jump to proper shading
I've made one more
Using tied properties as uniforms?
I don't think so, because the same parameters do get updated per frame just
fine when shading the terrain.
* Thorsten
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On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
But when two techniques use the same number, they are merged.
I don't know if it was intended but one effect can modify one of
it's parent without rewriting the predicate, and can lead to problems
when we need to reassign numbers
In
On Wednesday 02 May 2012 12:13:23 Emilian Huminiuc wrote:
Using tied properties as uniforms?
http://code.google.com/p/flightgear-bugs/issues/detail?id=445
This is easily solvable using a property-filter (check
Environment/metarinterpolator.xml), that writes the properties to some other
On Wednesday 02 May 2012 09:18:15 Renk Thorsten wrote:
Using tied properties as uniforms?
I don't think so, because the same parameters do get updated per frame just
fine when shading the terrain.
* Thorsten
Hmm, that would be really strange, and a legitimate bug then.
Worth a try with
On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
But when two techniques use the same number, they are merged.
I don't know if it was intended but one effect can modify one of
it's parent without rewriting the predicate, and can lead to
problems
when we need to reassign numbers
Hmm, that would be really strange, and a legitimate bug then.
Worth a try with the property filter to see if that fixes them.
That's actually how terminator-relative-position-m (the sun position for shader
purposes) is done - see
Environment/local-weather-rules.xml
* Thorsten
Sorry, was looking at the wrong shader. You don't assign the terminator to an
uniform in the technique n=5 in the model-default.eff.
Adding the correct entry fixes it here:
uniform
nameterminator/name
typefloat/type
Hi all!
This is my first mail on this list, so please forgive me
newbie-mistakes. :)
I've posted this request for help on the forum and had no luck with it.
No one answered. So, I'll try here. I hope I'm no bother...
http://www.flightgear.org/forums/viewtopic.php?f=45t=16180
My problem:
I've
Sorry, was looking at the wrong shader. You don't assign the terminator
to an
uniform in the technique n=5 in the model-default.eff.
I'll be buggered... you're right. How embarrassing...
* Thorsten
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Live Security
What I think happens, is that, without the detail option on, the same shaders
are used for terrain and models (terrain-haze), thus they get the terminator
assigned from the teerain-default.eff. Once you enable the detailed shading
for the terrain, that uniform is no longer assigned, since in
On Wednesday 02 May 2012 10:08:07 Renk Thorsten wrote:
Sorry, was looking at the wrong shader. You don't assign the terminator
to an
uniform in the technique n=5 in the model-default.eff.
I'll be buggered... you're right. How embarrassing...
* Thorsten
I'll push a hot-fix then.
Hi Chris,
Hi all!
This is my first mail on this list, so please forgive me
newbie-mistakes. :)
I've posted this request for help on the forum and had no luck with
it.
No one answered. So, I'll try here. I hope I'm no bother...
http://www.flightgear.org/forums/viewtopic.php?f=45t=16180
Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:
These messages are link error. Did you do a 'make clean' on all OSG,
SG et FG ? My guess is that some files could be compiled with on
version of gcc and some with another.
Regards,
-Fred
Hi Fred!
Hi Chris,
Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:
These messages are link error. Did you do a 'make clean' on all
OSG,
SG et FG ? My guess is that some files could be compiled with on
version of gcc and some with another.
Am Wed, 2 May 2012 15:02:42 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:
Hi Chris,
Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:
These messages are link error. Did you do a 'make clean' on all
OSG,
SG et FG ? My guess
On Tue, 1 May 2012, Stuart Buchanan wrote:
Hi All,
I've just committed a change that adds emissive lighting to the random
buildings:
http://www.nanjika.co.uk/flightgear/buildings-evening.jpg
That looks fantastic Stuart!
It'll be cool when you can fly over and catch someone playing Tetris
On Wed, 2 May 2012 07:17:45 -0700 (PDT), Gene Buckle wrote:
On Tue, 1 May 2012, Stuart Buchanan wrote:
Hi All,
I've just committed a change that adds emissive lighting to the
random
buildings:
http://www.nanjika.co.uk/flightgear/buildings-evening.jpg
That looks fantastic Stuart!
On Wed, May 2, 2012 at 4:18 PM, Björn Kesten wrote:
Stu, do you have plans to regionalize the autogenerated buildings?
This is already supported in the code, and just needs someone to spend
some time creating textures and changing some XML.
The buildings (including the texture to use) are
Good to know, thanks.
Texture work is not important, since there's way more people who know
their way around PS/GIMP than people who can code such autogen
systems. :)
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On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote:
Fred,
One small question, what's with the multiple passes/ shader overrides and al
sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It
looks like a real mess.
I wanted to clear out the unneeded include_fog.vert
On Wed, 2 May 2012, Jon Stockill wrote:
http://www.nanjika.co.uk/flightgear/buildings-evening.jpg
That looks fantastic Stuart!
It'll be cool when you can fly over and catch someone playing Tetris
on
the side of one of those buildings. :D
Damnit, now I need to find time to model the
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