Re: [Flightgear-devel] Billboard animation

2002-05-05 Thread Wolfram Kuss

Use billboarded trees, especially when they rotate around z only, very
careful. The funnniest sight I ever had in a flight sim was when
I flew directly over a forrest of billboarded trees and (in outside
view) looked straight down. You get concentric tree rings that move
along at the speed of the airplane. I should have done an animation of
that.

Bye bye,
Wolfram.


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Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-05 Thread Wolfram Kuss

Andy Ross wrote:

Wolfram Kuss wrote:
 Andy Ross wrote:
  You could also experiment with turning off backface culling instead
  of rendering two quads for each direction.  In principle, it should
  be faster.  In practice, it's probably a good way to detect driver
  bugs. :)

 The speed difference will be very, very small.

Are you sure?  It reduces the vertex count by a full factor of two.

IMHO you can use indexes (sp?) into the same vertices, so the vertex
count would stay the same. The pixel count would off course also be
the same.

Andy

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Trees, alpha, and the sky

2002-05-05 Thread Martin Spott

   http://www.megginson.com/flightsim/tree.png
[...]
 2. While other scenery shows through the alpha parts of the texture,
the sky often doesn't, as you can see in the above screenshot (note
how you can see the grass and river near the bottom of the trunk, but
not the sky near the crown).

This is very similar to what I saw with the propeller disk,

Martin.
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Re: [Flightgear-devel] Billboard animation

2002-05-05 Thread David Megginson

Erik Hofman writes:

   Norm: which do you think would be more efficient for a forest of, say,
   500 trees?
  
  I would say, billboarded spherical trees handled as particles.

I don't understand 'particles'.


All the best,


David

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[Flightgear-devel] windows binary

2002-05-05 Thread Marcio Shimoda

Hi!
Does anybody have the windows .exe of the current FlightGear CVS?

All the best,

Marcio Shimoda


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[Flightgear-devel] Spinning propellers and framerates.

2002-05-05 Thread Simon Fowler

While playing around with different versions of the DRI Radeon
drivers today, I noticed an odd thing: with the standard c172 model
in the external view, if I look at the model from head on, I get
20-25 fps, whereas if I look from a perspective where part of the
spinning propeller disk is obscured by the airframe, I get ~6 fps. I
get the same 6 fps all the time when I run with the 3d model.

I'm just curious whether this same effect is seen by anyone else,
particularly people running NVidia hardware - if it's a driver
issue, I'll take this to the DRI devel list.

If it's something to do with FlightGear or plib, it'd be nice if
there was some way to deal with this - being limited to around 6 fps
makes the 3d models almost unusable by me, and I don't have the
money to upgrade to faster hardware . . .

For the record, I have a K7 550, a Radeon QD (32 MB), Linux
2.4.19-pre8, XFree86 4.2.0, and the latest DRI CVS tree, along with
the latest CVS trees from FlightGear, SimGear and plib.

Simon

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