Re: [Flightgear-devel] Billboard animation
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Trees, alpha, and the sky
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Trees, alpha, and the sky
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Billboard animation
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] windows binary
Hi! Does anybody have the windows .exe of the current FlightGear CVS? All the best, Marcio Shimoda ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Spinning propellers and framerates.
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 -- PGP public key Id 0x144A991C, or ftp://bg77.anu.edu.au/pub/himi/himi.asc (crappy) Homepage: http://bg77.anu.edu.au doe #237 (see http://www.lemuria.org/DeCSS) My DeCSS mirror: ftp://bg77.anu.edu.au/pub/mirrors/css/ msg05962/pgp0.pgp Description: PGP signature