?
Regards,
Curt.
-Original Message-
From: Curtis L. Olson [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, 16 July 2002 9:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] ANN: a new dimension to FlightGear
David Megginson writes:
David Findlay writes:
Just noted one
Curtis L. Olson writes:
Really? I thought this was something that Steve had in place even in
the early days of plib ... unless it was broke along the way and still
needs to be fixed?
No, unfortunately we've already been through this with the 3D models.
All the best,
David
--
David
Gouthas, Themie wrote:
I dont think the alpha sorting code was ever comitted, so currently
I dont beleive PLIB will alpha sort.
I'm not sure this is a great idea in any case. There are a *lot* of
these objects, and doing an NlogN sort of them (with attendant
geometry processing to get the
-
From: Andy Ross [mailto:[EMAIL PROTECTED]]
Sent: Thursday, 18 July 2002 2:22 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] ANN: a new dimension to FlightGear
Gouthas, Themie wrote:
I dont think the alpha sorting code was ever comitted, so currently
I dont beleive PLIB will alpha
Gouthas, Themie writes:
If anyone is interested in experimenting, I'll be happy to provide the code
that you can toggle alpha sorting. Ive never done a performace comparison,
but seeing as you guys have something implemented that can excersise it,
it might be worth your while to
and ideas, so I am not set
up to build FSGear.
:-)
-Original Message-
From: David Megginson [mailto:[EMAIL PROTECTED]]
Sent: Thursday, 18 July 2002 11:00 AM
To: [EMAIL PROTECTED]
Subject: RE: [Flightgear-devel] ANN: a new dimension to FlightGear
Gouthas, Themie writes:
If anyone
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On Tue, 16 Jul 2002 03:33, David Megginson entered data into a CPU register
that indicated:
Over the weekend, I finished my first take on dynamically-placed
Just noted one problem. The billboard backgrounds are transparent only for the
ground,
Curtis L. Olson writes:
We need a farmer and a tractor for the farm fields here in MN. If the
farmer's name was Nic then we could have a Scenic overlook, he's
outstanding in his field. Ok, sorry about that, it was painful to
say, even for me. :-)
Seriously, I am planning on adding the
David Findlay writes:
Very nice. I tried to also do this ages ago but couldn't figure it
out. :-) What is the framework for creating the objects like? If a
good framework API could be developed, it would be easy for scenery
designers to add new objects that are locally appropiate. For
David Findlay writes:
Just noted one problem. The billboard backgrounds are transparent
only for the ground, not other objects. This doesn't look great
when you're buzzing through the forest. Other than that it looks
great. Thanks,
Noted. Unfortunately, alpha transparency is a
David,
What we need is conditions in materials.xml; for example, within a
certain lat/lon rectangle, use a tumbled-down stone building for a
barn; within another, use a North-American wooden barn; and so on. We
Splended idea. Besides, it would set us ahead of MS FS, which (AFAIK)
basically
David Megginson writes:
David Findlay writes:
Just noted one problem. The billboard backgrounds are transparent
only for the ground, not other objects. This doesn't look great
when you're buzzing through the forest. Other than that it looks
great. Thanks,
Noted. Unfortunately,
David Megginson writes:
Seriously, I am planning on adding the occasional barn, farmhouse,
silo, and blue aluminum storage shed. This points to another problem,
though -- as with textures, buildings will look very different in
different parts of the world and even in different parts of the
David Megginson wrote:
Over the weekend, I finished my first take on dynamically-placed
scenery objects.
I've tried it and it looks quite nice. It seems to have a very low
footprint (concerning framerate) so that's excelent as well. The only
problem I have is it either leaks memory like
Erik Hofman writes:
David Megginson wrote:
Over the weekend, I finished my first take on dynamically-placed
scenery objects.
I've tried it and it looks quite nice. It seems to have a very low
footprint (concerning framerate) so that's excelent as well. The only
problem I have is it
We need a farmer and a tractor for the farm fields here in MN. If the
farmer's name was Nic then we could have a Scenic overlook, [...]
Hehe, we're also having really new sort of trouble with these trees - like
having one standing right in front of the runway:
David Megginson [EMAIL PROTECTED] said:
What we need is conditions in materials.xml; for example, within a
certain lat/lon rectangle, use a tumbled-down stone building for a
barn; within another, use a North-American wooden barn; and so on. We
already have XML conditions, so it's doable,
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Hash: SHA1
On Tue, 16 Jul 2002 20:38, David Megginson entered data into a CPU register
that indicated:
Actually, you might want to animate these; it would be annoying if the
kangaroo always blocked the same runway.
Of course! Mind you in Africa the the
David Findlay [EMAIL PROTECTED] wrote:
Of course! Mind you in Africa the the baboons will sit on a runway,
fly away as you buzz them, then sit back on the runway while you go
around the circuit for landing. They are happy to do that all afternoon,
so you just have to land and try and miss
Curtis L. Olson writes:
I could see that turning the materials.xml file into a complicated
nightmare. However, it would be a nice feature to have. Perhaps the
top level materials.xml could include a .xml for each material that
has a long list of conditionals. That might keep things a
Erik Hofman writes:
I've tried it and it looks quite nice. It seems to have a very low
footprint (concerning framerate) so that's excelent as well. The only
problem I have is it either leaks memory like crazy (about 4Mb per
second) or it ernlarges the FlightGear memory footprint by
Martin Spott writes:
We need a farmer and a tractor for the farm fields here in MN. If the
farmer's name was Nic then we could have a Scenic overlook, [...]
Hehe, we're also having really new sort of trouble with these trees - like
having one standing right in front of the runway:
David Findlay writes:
Of course! Mind you in Africa the the baboons will sit on a runway,
fly away as you buzz them, then sit back on the runway while you go
around the circuit for landing. They are happy to do that all
afternoon, so you just have to land and try and miss them. :-) We
Billy Verreynne writes:
Dave (the other one :-), are you considering dynamic moving
objects? You mentioned yachts in passing... Collision detection
eats CPU cycles, but still without that dynamic objects IMO are
relegated to mainly eye candy.
I think that those will need to be handled
David Megginson wrote:
Seriously, I am planning on adding the occasional barn, farmhouse,
silo, and blue aluminum storage shed. This points to another problem,
though -- as with textures, buildings will look very different in
different parts of the world and even in different parts of the
David Megginson wrote:
Erik Hofman writes:
I've tried it and it looks quite nice. It seems to have a very low
footprint (concerning framerate) so that's excelent as well. The only
problem I have is it either leaks memory like crazy (about 4Mb per
second) or it ernlarges the
Erik Hofman writes:
If it would be 27Mb only, there wouldn't be a problem for me because
FlightGear without dynamic objects leaves 39Mb spare memory.
The problem seems to be that there are a lot of extra SSG nodes
attached to every tile in the cache (one ssgTransform and one ssgRange
for
David Megginson writes:
Erik Hofman writes:
If it would be 27Mb only, there wouldn't be a problem for me because
FlightGear without dynamic objects leaves 39Mb spare memory.
The problem seems to be that there are a lot of extra SSG nodes
attached to every tile in the cache (one
David Megginson wrote:
Erik Hofman writes:
If it would be 27Mb only, there wouldn't be a problem for me because
FlightGear without dynamic objects leaves 39Mb spare memory.
The problem seems to be that there are a lot of extra SSG nodes
attached to every tile in the cache (one
David Megginson writes:
Erik Hofman writes:
If it would be 27Mb only, there wouldn't be a problem for me because
FlightGear without dynamic objects leaves 39Mb spare memory.
The problem seems to be that there are a lot of extra SSG nodes
attached to every tile in the cache (one
Erik Hofman writes:
David Megginson wrote:
Erik Hofman writes:
If it would be 27Mb only, there wouldn't be a problem for me because
FlightGear without dynamic objects leaves 39Mb spare memory.
The problem seems to be that there are a lot of extra SSG nodes
attached to every
Curtis L. Olson wrote:
Erik Hofman writes:
Ouch, that's too much for me. I've 192 Mb internal memory which is
shared with the video adaptor (and textures).
Erik
(Does anybody have an Octane/MXE to give away?)
Perhaps we could add a property that specifies a percentage of the
random
Curtis L. Olson writes:
Your cows are hideous but humorous. On my computer they are missing
the head. :-)
If you're flying close enough to notice, you're flying too low (I've
been waiting almost 24 hours to make that comment).
In real life you'd likely see clustered groups of cows
David Megginson writes:
Curtis L. Olson writes:
Your cows are hideous but humorous. On my computer they are missing
the head. :-)
If you're flying close enough to notice, you're flying too low (I've
been waiting almost 24 hours to make that comment).
I want to see the fear in
Erik Hofman writes:
Ouch, that's too much for me. I've 192 Mb internal memory which is
shared with the video adaptor (and textures).
I've figured out the solution, but will need some time to implement
it.
Right now, I have top level transformation and range nodes for groups
of objects on
Curtis L. Olson writes:
Right now you have the individual object LOD node attached to the
model so there is only one copy of it in memory.
Right -- so the memory problem is only the transform nodes.
It might be
interesting to make a per instance LOD node above each instance of the
David Megginson writes:
This is a great idea, but it will make the memory problem even worse,
at least until I have a chance to implement the suggestion in my last
posting.
I moved the code that creates the object LOD node over to obj.cxx
where the object is actually positioned. Now
David,
The randomized objects are very cool, but I'm seeing one problem on
longer flights. After flying maybe 100 miles or so (?) the tile
loader locks up and the entire program hangs. I haven't had a chance
to debug this, but you might try upping the acceleration factor and go
for a quick,
Curtis L. Olson writes:
The randomized objects are very cool, but I'm seeing one problem on
longer flights. After flying maybe 100 miles or so (?) the tile
loader locks up and the entire program hangs. I haven't had a chance
to debug this, but you might try upping the acceleration
, startup consumes 220Mb without dynamic objects and
no more memory is reclaimed after. CPU is about 50-60%.
Cheers,
-Fred
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, July 16, 2002 7:29 PM
Subject: Re: [Flightgear-devel] ANN: a new dimension
At 01:36 PM 16/07/2002 -0400, you wrote:
Curtis L. Olson writes:
Your cows are hideous but humorous. On my computer they are missing
the head. :-)
If you're flying close enough to notice, you're flying too low (I've
been waiting almost 24 hours to make that comment).
In real life
I dont think the alpha sorting code was ever comitted, so currently
I dont beleive PLIB will alpha sort.
-Original Message-
From: Curtis L. Olson [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, 16 July 2002 9:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] ANN: a new dimension
Over the weekend, I finished my first take on dynamically-placed
scenery objects. I'm attaching two screenshots:
1. Approaching a city over some woods, with a pasture in-between.
http://www.megginson.com/flightsim/dynamic-01.png
2. Sitting on a lake, pretending to be a floatplane.
David,
Very cool ... it would be nice if we could hide the fade in of the
objects a bit better, but I'm not sure if there is an easy way to do
that. Vega/performer supports something called fade level of detail
which uses alpha to fade in the object (or fade between levels of
detail.) But even
David Megginson [EMAIL PROTECTED] said:
Over the weekend, I finished my first take on dynamically-placed
scenery objects.
Wow...very nice!
Best,
Jim
___
Flightgear-devel mailing list
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-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On Tue, 16 Jul 2002 03:33, David Megginson wrote:
Over the weekend, I finished my first take on dynamically-placed
scenery objects. I'm attaching two screenshots:
Special thanks to Curt, whose ground-lighting code I
stole^H^H^H^H^Hused as
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