[Flightgear-devel] Flightgear bug/compatibility report?

2011-02-17 Thread Nikon User

Hi Folks,
 
I am running Flightgear 64-bit with the latest git pull and windows nightly 
build applied.   FG works fine without Rendering options enabled and I get 42 
frames on the runway with a DH91 Albatross.   But I cant get some of the 
material shader stuff working.   
 
Please let me know where I should be reporting this if this mailing list is the 
wrong place.   Thanks! : )
 
 
 
--- The problem ---
The FG cockpit (where the flying is done) window just closes without any 
message when I click on any of:
Material shaders 
Crop Texture
Landmass Effect
 
The FG cockpit window will pop up a dialog box stating fgfs.exe has stopped 
working when I click on Material Shaders  Water reflection.
 
I am not sure whether its the 64bit FG v2.0.0 fgfs.exe or the 32bit fgfs ... or 
anything else ...   On the FG 64bit v2.0.0 'dos' window, the only error is 
Unknown exception in the mail loop.  Aborting ...
Possible cause: Not enough space
Processing command line arguments
 
 
 
--- The working bits ---
With Material shaders selected, I can enable the following features with around 
18 frames at runway:
General  
Wireframe
 
Objects 
Particles
Percipitation
Random Objects
Random Vegetation (though I cant actually see the random vegetation - I did 
manage to see this before in FG2.0
 
Clouds 
3D Clouds (density 1.00 2m range)   Looks lovely.
 
Material Shaders
Urban effects
Transition effects
Persistent Contrails
 
Snow line 2000m
Performance vs Quality 5.0
 
--- The system ---
Intel i7 2600K (Sandy Bridge) with 16GB RAM on Asus P8H67 motherboard using the 
integrated graphics with Open GL support (3.0, I think)
Saitek Cyborg X / Cyborg Fly 5 joystick with my own XML file.
 
The 16GB was helpful for FG2.0 but now with the latest night build, it doesn't 
seem to go above 4GB so I guess whatever code tweaking for the memory usage 
really works well. : )
 
Thanks,
 
Ernest
 
 
 
  --
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Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
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Re: [Flightgear-devel] Flightgear bug/compatibility report?

2011-02-17 Thread Arnt Karlsen
On Fri, 18 Feb 2011 02:44:44 +, Nikon wrote in message 
snt105-w523a990f3b25f626378ab4c4...@phx.gbl:

 
 Hi Folks,
  
 I am running Flightgear 64-bit with the latest git pull and windows
 nightly build applied.   FG works fine without Rendering options
 enabled and I get 42 frames on the runway with a DH91 Albatross.
 But I cant get some of the material shader stuff working. Please let
 me know where I should be reporting this if this mailing list is the
 wrong place.   Thanks! : ) 


..try: http://code.google.com/p/flightgear-bugs/


 --- The problem ---
 The FG cockpit (where the flying is done) window just closes without
 any message when I click on any of: Material shaders 
 Crop Texture
 Landmass Effect
  
 The FG cockpit window will pop up a dialog box stating fgfs.exe has
 stopped working when I click on Material Shaders  Water reflection. 
 I am not sure whether its the 64bit FG v2.0.0 fgfs.exe or the 32bit
 fgfs ... or anything else ...   On the FG 64bit v2.0.0 'dos' window,
 the only error is Unknown exception in the mail loop.  Aborting ...
 Possible cause: Not enough space Processing command line arguments 
  
  
 --- The working bits ---
 With Material shaders selected, I can enable the following features
 with around 18 frames at runway: General  
 Wireframe
  
 Objects 
 Particles
 Percipitation
 Random Objects
 Random Vegetation (though I cant actually see the random vegetation -
 I did manage to see this before in FG2.0 
 Clouds 
 3D Clouds (density 1.00 2m range)   Looks lovely.
  
 Material Shaders
 Urban effects
 Transition effects
 Persistent Contrails
  
 Snow line 2000m
 Performance vs Quality 5.0
  
 --- The system ---
 Intel i7 2600K (Sandy Bridge) with 16GB RAM on Asus P8H67 motherboard
 using the integrated graphics with Open GL support (3.0, I think)
 Saitek Cyborg X / Cyborg Fly 5 joystick with my own XML file. 
 The 16GB was helpful for FG2.0 but now with the latest night build,
 it doesn't seem to go above 4GB so I guess whatever code tweaking for
 the memory usage really works well. : ) Thanks,
  
 Ernest
  
  
  
 

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

--
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb
___
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