The summer release will become v2.8.0. Rembrandt is included but
disabled by default and announced as an experimental but cool new
feature.
Rembrandt is not the default renderer and to follow the consensus,
I won't add a Rembrandt option to fgrun. The braves willing to
experiment will have
I'd like to propose having random buildings enabled in
preferences.xml, so they are switched on by default. I think they
improve the realism of our Urban, Suburban and Town sceneries
significantly.
I would suggest to have them on as default (so that people are aware that they
are there)
These are the errors I get with Rembrandt enabled :
FRAGMENT glCompileShader
/home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag FAILED
FRAGMENT Shader /home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:79:
Torsten's question about what the release number should be got me thinking a
bit what I would expect from a 3.0 version, and I thought maybe I can put my
outcome for a discussion:
I think what makes the difference isn't so much new cool feature, but really a
good and intuitive integration of
Thought I'd show the state of rembrandt here .This is on an Acer
Aspire laptop with ATI Mobility Radeon HD4250 graphics...
and Ive heard that this current Ubuntu fglrx driver is buggy , but
haven't successfully installed the latest driver from AMD ...
maybe its time to go back to a desktop setup ,
That error is not exclusive for the random buildings (at least with the
win 32bit fgfs).
Just try to fly over detailed scenery long enough. With trees enabled
the problem shows up sooner.
And if you use a heavy airplane like the 787-8 from Omega95, fgfs will
run out of memory on startup if you
Hello Arnt,
I was able to compile fresh copy of the FG code thru the link provided from
the wiki after several tries. And i m still testing the code and I am
planning to put it on GPL but i don't know how to do that.
Also, I am trying to look for the code of failures available in the system
but
I wonder how it was done back in 2002 for Doom3 with OpenGL.
Doom3 looks great, a huge contrast for ex. to X-Plane which is
struggling as well to get flicker free shadows.
--- On Fri, 6/8/12, Geoff McLane ubu...@geoffair.info wrote:
From: Geoff McLane ubu...@geoffair.info
Subject: Re:
hi all.
I updated the Citation-II to use model-combined-deferred , but it
originally used reflect.eff.Try as i might i cant seem to get the
reflectmap section to work.Is this a bug? Ive tried greymaps and alpha
maps but see no effect . I get a constant environment reflection over
all.
Syd
On Sun, Jun 10, 2012 at 7:37 AM, Frederic Bouvier wrote:
The summer release will become v2.8.0. Rembrandt is included but
disabled by default and announced as an experimental but cool new
feature.
Rembrandt is not the default renderer and to follow the consensus,
I won't add a Rembrandt
If I recall correctly, Doom3 used shadow volumes (the famous Carmack's reverse)
and not shadow mapping.
As the technique was patented by Creative, Carmack had to rewrite it recently
before making the Doom3 engine Open Source
Regards,
-Fred
- Mail original -
De: Michael
Hi Syd,
it looks like not all internal buffers are resized. Maybe you don't have enough
memory. Try to reduce the shadow map size in the preferences
Rembrandt currently works only with no shader or just the model shader (the
uber shader)
Regards,
-Fred
- Mail original -
De: syd
Hi Syd,
On Sun, Jun 10, 2012 at 12:25 PM, syd adams wrote:
These are the errors I get with Rembrandt enabled :
FRAGMENT glCompileShader
/home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag FAILED
FRAGMENT Shader /home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag infolog:
Fragment shader
On Sun, Jun 10, 2012 at 11:10 AM, Renk Thorsten wrote:
Torsten's question about what the release number should be got me thinking a
bit what I would expect from a 3.0 version, and I thought maybe I can put my
outcome for a discussion:
I think what makes the difference isn't so much new
On Sat, Jun 9, 2012 at 2:00 PM, Tommy Karlstedt wrote:
For the c172p aircraft i cant change the initial state (edit c172p-set.xml
of any of the light switches.
By moving the code section:
lighting
strobe type=booltrue/strobe
beacon type=booltrue/beacon
nav-lights
Hello,
after bringing back airwaveXtreme150 in
February I noticed that a hang glider without environment interaction
is unacceptable. Therefore a conversion from UIUC to JSBSim was due.
The aim of my February release was the
restoration of the original state, where I tried to change as less as
Thank you once more for your efforts. The merge is done, just that everyone
knows.
Chris
Hugo Meier wrote:
Hello,
after bringing back airwaveXtreme150 in
February I noticed that a hang glider without environment interaction
is unacceptable. Therefore a conversion from UIUC to JSBSim
So why not use that technique for shadows?
Anyway, I await 2.9 for the new 850 format...
--- On Mon, 6/11/12, Frederic Bouvier fredfgf...@free.fr wrote:
From: Frederic Bouvier fredfgf...@free.fr
Subject: Re: [Flightgear-devel] The next FlightGear release (summer 2012)
To: FlightGear
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