On Wednesday 06 April 2011 00:48:15 Vivian Meazza wrote:
> Emilian wrote
> 
> > On Tuesday 05 April 2011 19:07:10 Vivian Meazza wrote:
> > > Actually - it wasn't working correctly - you are using a cube cross
> > 
> > texture
> > 
> > > with cube map shader - which, much to my surprise works after a
> > > fashion.
> > > 
> > > I'll investigate further.
> > > 
> > > Vivian
> >  
> >  Ooops, I left the cube cross on the fuselage shader on the released
> > 
> > version,
> > my bad. Missed that, probably because it was working.
> > 
> > 
> > I was refering at the reflect shader used by the cockpit. Please check
> > this
> > picture:
> > http://ompldr.org/vODRxcw
> > 
> > Thanks for looking into this.
> 
> The dark patches are an artifact of the reflection of a dark area of the
> reflection texture, and of the geometry of the object.  It only happens in
> one direction. It's worse on a flat surface. I can't find a way to stop
> that in the code. I think we will have to live with this one.
> 
> They can be removed, or at least hidden, by using more surfaces, and or
> triangulation. I found and fixed one on the Mixture Lever knob.
> 
> ftp://abbeytheatre2.org.uk:2121/flightgear/IAR80/iar80-mixture.png
> 
Thanks for looking into it, I thought it was something that could be fixed with 
the code (since, if you check Arnt's messages earlier, you can see that there 
it works correctly; he has other problems though, apparently our normalmap 
shaders aren't very opensource drivers friendly).
I'll start pushing vertices then, and maybe I'll get around to releasing a new 
version. I might hold on to it a while though, as apparently osg<v2.9.10 
hasn't got support for bc5 .dds normalmaps :( .
> > Btw: I think the Tempest looks great, and it's a shame to use such a
> > small texture, please consider using at least 2048x2048 ;)
> 
> Thank you for that. Now that I have looked in detail at the IAR80, I am
> impressed by your attention to detail, and that even with all the detail, a
> reasonable framerate can be maintained. Now back to the Tempest to see if I
> can do as well.
> 
> Vivian
Thank you too. :)
I too am impressed with the ability of our engine to push big display 
resolutions with big vertex counts and huge textures full of detail, and I 
think it's a shame that ability doesn't get used to it's fullest with more 
high detail airplanes.

Emilian



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