Re: [Flightgear-devel] Shader optimization

2012-10-17 Thread Renk Thorsten
>> Speaking of which - it'd be nice to have local north as well defined
>> direction as well - that would allow for things like the snowline
>> being higher on south slopes ...
>
> In the Northern hemisphere ;-)

Quite so - but once you have a north-pointing vector, the rest is trivial 
because you can pass geographical location as uniform and use that to compute 
the magnitude and sign of the bias in a one-liner...

* Thorsten
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[Flightgear-devel] Terragear updates/changes

2012-10-17 Thread Christian Schmitt
To all whom it may concern, terragear has seen some bigger updates recently 
and we are constantly working on improving the toolchain. This also includes 
some cleanup and thus removal of older tools where better alternatives have 
been developed in the last 12+ years.
I created a branch, named "pre_vec3" where these older tools still exist for 
reference and historic reasons.
The development in the master branch now goes towards porting the Point3d 
classes towards the more proven SG alternatives SGGeod and SGVec3 so that we 
can finally remove Point3d in TG as well.
With this came the removal of the older genapts (810) program, which we 
decided would be too difficult to maintain along the newer version.
As I said, it still exists in the pre_vec3 branch.

Just FYI.

Cheers
Chris

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Re: [Flightgear-devel] Shader optimization

2012-10-17 Thread Frederic Bouvier
> Speaking of which - it'd be nice to have local north as well defined
> direction as well - that would allow for things like the snowline
> being higher on south slopes ...

In the Northern hemisphere ;-)

Regards,
-Fred

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Re: [Flightgear-devel] Shader optimization

2012-10-17 Thread Renk Thorsten
>  Even the oldest hardware that
> supports OpenGL programmable shaders implements vector operations, and
> a vector multiply-add has, as far as I know, the same cost as a scalar
> operation. On the other hand, the shader compiler might be able to
> combine multiple scalar interpolations into vector ops.

... in which case we'd see a sudden jump in performance whenever we fill a new 
vector, so assuming the larges vector size is a vec4, having 6 or 8 varying 
float wouldn't make a difference but having 9 would require to start a new vec4 
and cost extra. Should be easy enough to test... thanks for the explanation.


> But never rely on something like this in a renderer.

Well, we do need the local 'up' direction in the renderer badly (light, fog, 
snowline,...) so when we can't rely on z being up, we need to transmit that 
info in a different way. Any suggestions?

Speaking of which - it'd be nice to have local north as well defined direction 
as well - that would allow for things like the snowline being higher on south 
slopes or different tree cover on north and south facing slopes.

* Thorsten
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Re: [Flightgear-devel] Physics engine of Flightgear

2012-10-17 Thread Jon S. Berndt
There are two primary ones:

 

-  YASim

-  JSBSim

 

See: http://wiki.flightgear.org/Flight_Dynamics_Model

 

Jon

 

 

From: kunai...@yahoo.co.jp [mailto:kunai...@yahoo.co.jp] 
Sent: Wednesday, October 17, 2012 12:28 AM
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Physics engine of Flightgear

 

 

Hello, I’m kunai.

Now I use Flight gear but I have three questions.

1 Is there a physics engine of Flight gear in SimGear?

2 What’s name a physics engine?

3 If I study SimGear and physics engine, what should I do?

I beg your kindness.

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