Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
PM Subject: Re: [Flightgear-devel] Lights was: Shadows Roman Grigoriev wrote: But fgfs community refuse to use it :( You could have made it easier if you had adopted FlightGear's rules for platform independent OpenGL extension support, kept the code style close to what is used

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Ampere K. Hardraade
On June 21, 2005 03:34 am, Roman Grigoriev wrote: to Harald JOHNSEN: spot lights in fgfs I had 3 years ago. they worked on vertex program and registercombiners but everyone afraid of vertex programs and multitexturing You can see some screens here http://fgfs.narod.ru In my opinion, if the

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Erik Hofman
Roman Grigoriev wrote: Sorry Erik I don't want offend anyone here But If I know that shaders will be used sometimes in fgfs I will work on them but there are a lot of work to do and if anyone colud help me we can work on it. So I propose this http://fgfs.narod.ru/glsl.tar.gz as framework for

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
- Original Message - From: Erik Hofman [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Wednesday, June 22, 2005 11:56 AM Subject: Re: [Flightgear-devel] Lights was: Shadows Roman Grigoriev wrote: Sorry Erik I don't want offend anyone

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Erik Hofman
Roman Grigoriev wrote: But I don't know about SGI - does this architecture support shaders at all? So I think that if you add new classes to simgear people can start using them and mekes things better. SGI, ehm, well yes, sort of. They invented the shaders, but only have a software (CPU)

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
: Re: [Flightgear-devel] Lights was: Shadows On June 21, 2005 03:34 am, Roman Grigoriev wrote: to Harald JOHNSEN: spot lights in fgfs I had 3 years ago. they worked on vertex program and registercombiners but everyone afraid of vertex programs and multitexturing You can see some screens

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
- Original Message - From: Erik Hofman [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Wednesday, June 22, 2005 12:35 PM Subject: Re: [Flightgear-devel] Lights was: Shadows Roman Grigoriev wrote: But I don't know about SGI - does

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Martin Spott
Roman Grigoriev wrote: [...] because you can specify shaders that can be loaded to NV only or ATI only and during fgfs startup we can detect archtecture and load proper shader. for example using NV shaders on NV hardware can get 20% boost to framerate. and detection of hardware is so easy

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Roman Grigoriev
- Original Message - From: Martin Spott [EMAIL PROTECTED] Newsgroups: list.flightgear-devel To: flightgear-devel@flightgear.org Sent: Wednesday, June 22, 2005 12:58 PM Subject: Re: [Flightgear-devel] Lights was: Shadows Roman Grigoriev wrote: [...] because you can specify shaders

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Martin Spott
Roman Grigoriev wrote: We can simply use ARB extension - that support on ATI and NV but if you want get some boost knowing some aspects of architecture sometimes up to 30% you can simple use vendor specific extentions. I simply fear exactly such proceeding this will manouvre FG into (a)

RE: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Vivian Meazza
Martin Spott Roman Grigoriev wrote: We can simply use ARB extension - that support on ATI and NV but if you want get some boost knowing some aspects of architecture sometimes up to 30% you can simple use vendor specific extentions. I simply fear exactly such proceeding this will

Re: [Flightgear-devel] Lights was: Shadows

2005-06-22 Thread Harald JOHNSEN
Roman Grigoriev wrote: I would like to add support for them, just in the proper way. That's why it is still in my TODO box. It's just the time ... Here are a few things to consider: 1. Move the Shader class over to a new file (probably shader.cxx and shader.hxx) in

Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev
21, 2005 9:38 AM Subject: Re: [Flightgear-devel] Lights was: Shadows On June 20, 2005 12:53 pm, Harald JOHNSEN wrote: You are a genius, forget my previous reply. We can't lighten pixels from the framebuffer because of the low precision (8 bits) but we can of course darken them. Algo (works

Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit : to Harald JOHNSEN: spot lights in fgfs I had 3 years ago. they worked on vertex program and registercombiners but everyone afraid of vertex programs and multitexturing You can see some screens here http://fgfs.narod.ru But I work

RE: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Giles Robertson
But I work on it and now I have runway lights, landing lights, relief mapping , DXT compression and another cool stuff that work on fragment and vertex program Where can one download the code? Giles Robertson ___ Flightgear-devel mailing list

Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit : to Harald JOHNSEN: spot lights in fgfs I had 3 years ago. they worked on vertex program and registercombiners but everyone afraid of vertex programs and multitexturing You can see some screens here http://fgfs.narod.ru But I work

Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev
- Original Message - From: Gerard Robin [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Tuesday, June 21, 2005 3:43 PM Subject: Re: [Flightgear-devel] Lights was: Shadows Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit

Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 16:02 +0400, Roman Grigoriev a écrit : - Original Message - From: Gerard Robin [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@flightgear.org Sent: Tuesday, June 21, 2005 3:43 PM Subject: Re: [Flightgear-devel] Lights was: Shadows

Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Roman Grigoriev
: [Flightgear-devel] Lights was: Shadows Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit : to Harald JOHNSEN: spot lights in fgfs I had 3 years ago. they worked on vertex program and registercombiners but everyone afraid of vertex programs and multitexturing You can see some screens

Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Gerard Robin
Le mardi 21 juin 2005 à 16:26 +0400, Roman Grigoriev a écrit : I found some earlier version of renderer.cxx I sent it w/o testing with fgfs CVS if It doesn't work please reply me but you can see my source OK, i will try to include it in fg 9.8 first, i need only some delay, and i will give

Re: [Flightgear-devel] Lights was: Shadows

2005-06-21 Thread Erik Hofman
Roman Grigoriev wrote: But fgfs community refuse to use it :( You could have made it easier if you had adopted FlightGear's rules for platform independent OpenGL extension support, kept the code style close to what is used in FlightGear, didn't add a new class at a place where it doesn't

Re: [Flightgear-devel] Lights was: Shadows

2005-06-20 Thread Josh Babcock
Harald JOHNSEN wrote: Its quasi free, simple, support a million (fake) spot light ;) I think the shadows are cool, but I think that being able to have spotlights is just awesome. Perhaps we should start thinking about how this will be implemented from the modeler's perspective. I can see the

Re: [Flightgear-devel] Lights was: Shadows

2005-06-20 Thread Ampere K. Hardraade
On June 20, 2005 12:53 pm, Harald JOHNSEN wrote: You are a genius, forget my previous reply. We can't lighten pixels from the framebuffer because of the low precision (8 bits) but we can of course darken them. Algo (works better at full night) : 1) render the scene and all non emissive