As we've now proven highly detailed scenery is now only for the latest versions
of FlightGear, perhaps it is time to create two scenery forks - basic scenery
and advanced scenery.
This would serve two purposes, first to keep scenery available to
lower-end/lower-bandwidth users, and to increase
The DC area buildings are placed accurately, but the underlying terrain is not
placed as accurately.
I am assuming you are using the default scenery and not the updated Washington
DC scenery, which is available here and should fix your problem, if that is
indeed your problem:
The new build of the Durango scenery is available at
http://www.stattosoftware.com/Durango.zip
I'm sure there's going to be problems with this scenery as well - the file size
went up slightly but probably not enough to solve the problem.
The problem with the first batch was that Scrub Cover
HB-GRAL wrote:
We count 33 vertex shader, 31 fragment shaders, 2 geometry shaders and
117 effects files using this and that. This probably has a noticable
impact.
Does anyone know how to have the random trees without all this ?
Cheers,
Martin.
--
Unix _IS_ user friendly -
Hi all!
Martin wrote:
Does anyone know how to have the random trees without all this ?
In Effects/trees.eff, comment out/remove line 23.
!--property/sim/rendering/shader-effects/property--
If you would like to use the dialog to toggle the trees, you'll also need to
Martin Spott wrote:
Because the list of overlay has been growing a lot, I'll re-organize
some of them, [...]
Mostly done,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
--
On 20.11.2011 11:52, Gijs de Rooy wrote:
The problem right now is that some of the shaders (eg. the reflection
stuff and lightmap) only depend on that single Material Shaders
property. It would be better if every single shader can be
en/disabled via its own property/checkbox.
But then we
I already find the current dialog a bit overloaded. But how about
creating an advanced, separate dialog which lists all the shaders and
provides a checkbox for each? And all shaders should be modified to
check the main switch (/sim/rendering/shader-effects) plus at least one
additional
On Sun, 20 Nov 2011, ThorstenB wrote:
I already find the current dialog a bit overloaded. But how about
creating an advanced, separate dialog which lists all the shaders and
provides a checkbox for each? And all shaders should be modified to
check the main switch
On Sat, 2011-11-19 at 21:10 -0800, J. Holden wrote:
The new build of the Durango scenery is available at
http://www.stattosoftware.com/Durango.zip
I'm sure there's going to be problems with this scenery as well - the file
size went up slightly but probably not enough to solve the problem.
Hi Gijs, thanks for elaborating the details !
Gijs de Rooy wrote:
But then we might end up with a pretty large rendering dialog...
Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big Material shaders
switch isn't much better,
On Sun, 2011-11-20 at 13:18 +0100, Geoff McLane wrote:
http://geoffair.org/tmp/tests/ktex.htm#beta2
Here are two more screenshots (first is more a bug-screenshot):
http://flightgear.mxchange.org/pub/screenshots-master/fgfs-screen-027.png
Martin wrote:
Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big Material shaders
switch isn't much better, I'd say ;-)
Agree. But do note that 3D clouds is also disabled when disabling Material
shaders.
For me, 3D
-Original Message-
From: Martin Spott
Sent: Sunday, November 20, 2011 1:00 PM Newsgroups: list.flightgear-devel
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Shaders vs. frame rate;
Hi Gijs, thanks for elaborating the details !
Gijs de Rooy wrote:
But
Hi,
I've been working on implementing an FGFX class for AIModels and am
pretty much done (I think) except for one final step;
I have a hard time figuring out how to get the sound/path property from
an AI XML configuration file. The path needs to be set in
src/AIModel/AIBase.cxx line 317
Hi Erik,
I'll try to have a look next week, although admittedly, the relation between
the AI models code and the property tree is not really the stuff I'm intimately
familiar with.
Cheers,
Durk
On 20 Nov 2011, at 15:40, Erik Hofman wrote:
Hi,
I've been working on implementing an FGFX
Am 20.11.2011 15:40, schrieb Erik Hofman:
I've been working on implementing an FGFX class for AIModels and am
pretty much done (I think) except for one final step;
That literally sounds like a great new feature :).
Oh, since we've already been discussing various performance issues
today:
On Sun, 2011-11-20 at 16:49 +0100, ThorstenB wrote:
Am 20.11.2011 15:40, schrieb Erik Hofman:
I've been working on implementing an FGFX class for AIModels and am
pretty much done (I think) except for one final step;
That literally sounds like a great new feature :).
Oh, since we've
On Sun, 2011-11-20 at 16:49 +0100, ThorstenB wrote:
Am 20.11.2011 15:40, schrieb Erik Hofman:
I've been working on implementing an FGFX class for AIModels and am
pretty much done (I think) except for one final step;
That literally sounds like a great new feature :).
Oh, since we've
Gijs de Rooy wrote:
Martin wrote:
Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big Material shaders
switch isn't much better, I'd say ;-)
Agree. But do note that 3D clouds is also disabled when disabling Material
On Sun, 2011-11-20 at 16:04 +0100, Durk Talsma wrote:
Hi Erik,
I'll try to have a look next week, although admittedly, the relation between
the AI models code and the property tree is not really the stuff I'm
intimately familiar with.
Thanks, I'll also keep searching in the mean time.
Following up on the framerate vs shaders discussion I made some changes to the
rendering
dialog and the way shaders are controlled. They are meant to make it easier for
(new) users
to get nice framerates, while still allowing the eye-candy that they find
important.
Some highlights:
The
Hi Peter,
Any news on the topic of the gray polygons ? I have been experimenting more
with this,
and I can confirm that it occurs only when clipper is enabled.
If this can help, I have isolated a simple dataset (much simpler than last
time) that
triggers the bug. It is just one landmass
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
Thank you! I haven't had seen trees in FlightGear for ages (can't run
with shaders). I didn't realize the trees were supported at all
without shaders.
Could that fix be applied automatically so the trees are visible
whether shaders are on or off?
Gary
On Sun, Nov 20, 2011 at 5:52 AM, Gijs de
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