[Flightgear-devel] Future of Scenery Maintenance

2011-11-20 Thread J. Holden
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

Re: [Flightgear-devel] Buildings and landscape out of synch

2011-11-20 Thread J. Holden
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:

[Flightgear-devel] Southwest Colorado Scenery - beta 2

2011-11-20 Thread J. Holden
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
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 -

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy
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

Re: [Flightgear-devel] MapServer layer switcher reorg

2011-11-20 Thread Martin Spott
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 ! --

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread ThorstenB
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Anders Gidenstam
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

Re: [Flightgear-devel] Southwest Colorado Scenery - beta 2

2011-11-20 Thread Geoff McLane
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.

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
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,

Re: [Flightgear-devel] Southwest Colorado Scenery - beta 2

2011-11-20 Thread Roland Häder
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Alan Teeder
-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

[Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Erik Hofman
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

Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Durk Talsma
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

Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread ThorstenB
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:

Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Roland Häder
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

Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Erik Hofman
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
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

Re: [Flightgear-devel] Sounds for AI models (first step implemented)

2011-11-20 Thread Erik Hofman
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.

[Flightgear-devel] Shader properties and dialog

2011-11-20 Thread Gijs de Rooy
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

Re: [Flightgear-devel] Fixing fgfs-construct crashes

2011-11-20 Thread Maxime Guillaud
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

Re: [Flightgear-devel] Shader properties and dialog

2011-11-20 Thread Vivian Meazza
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gary Carvell
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