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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
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
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
- 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
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
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
- 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
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
- 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
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)
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
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
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
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
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
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Flightgear-devel mailing list
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
- 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
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
: [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
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
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
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
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
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