[Flightgear-devel] Texture

2005-07-11 Thread Corrubia, Stacie K
What am I doing wrong? I have sucessfully built scenery before but I wanted to change the terrain texture to desert.rgb so I set the material type to DryLake when using tgvpf. $terr_prep/tgvpf/tgvpf --tile=w087n30 --work-dir=LandMass --material=DryLake --max-segment=400 /data/vmaplv0 noamer bnd

Re: [Flightgear-devel] Texture

2005-07-11 Thread Gerard Robin
Le lundi 11 juillet 2005 à 08:58 -0500, Corrubia, Stacie K a écrit : What am I doing wrong? I have sucessfully built scenery before but I wanted to change the terrain texture to desert.rgb so I set the material type to DryLake when using tgvpf. $terr_prep/tgvpf/tgvpf --tile=w087n30

[Flightgear-devel] Texture Stops Flightgear

2005-01-07 Thread Innis Cunningham
Hi All Tonight I thought I would texture the tail of an aircraft I am in the process of doing.The tail consists of three objects.The vertical stabilizer,upper and lower rudder.So as not to have one side of the fin back the front I fragmented the three objects and then devided the fin into left and

Re: [Flightgear-devel] Texture Stops Flightgear

2005-01-07 Thread Jim Wilson
Innis Cunningham said: Hi All Tonight I thought I would texture the tail of an aircraft I am in the process of doing.The tail consists of three objects.The vertical stabilizer,upper and lower rudder.So as not to have one side of the fin back the front I fragmented the three objects and then

Re: [Flightgear-devel] Texture Stops Flightgear

2005-01-07 Thread Innis Cunningham
Hi Jim Jim Wilson writes Innis Cunningham said: Hi All Tonight I thought I would texture the tail of an aircraft I am in the process of doing.The tail consists of three objects.The vertical stabilizer,upper and lower rudder.So as not to have one side of the fin back the front I fragmented

[Flightgear-devel] Texture/sand.rgb should be binary in CVS

2003-09-11 Thread Frederic Bouvier
otherwise FG crash on Windows Thanks, -Fred ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Texture/sand.rgb should be binary in CVS

2003-09-11 Thread Curtis L. Olson
Frederic Bouvier writes: otherwise FG crash on Windows Updated ... -- Curtis Olson HumanFIRST Program FlightGear Project Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org

Re: [Flightgear-devel] Texture/sand.rgb should be binary in CVS

2003-09-11 Thread Erik Hofman
Curtis L. Olson wrote: Frederic Bouvier writes: otherwise FG crash on Windows Updated ... Thanks. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Texture Sizes

2003-07-17 Thread Jorge Van Hemelryck
On Wed, 09 Jul 2003 10:27:42 +1000 Bernie Bright [EMAIL PROTECTED] wrote: Perhaps we need separate low poly-count models suitable for use as AI aircraft. FS2k2 supports such a feature. Such models wouldn't need 3D cockpits or animations, although retracting landing gear and spinning props

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread Lee Elliott
Hello all, While we're discussing texture sizes, I'd like to hear how people get on with high-poly models. While I have some problems if a lot of texture space is needed, I don't seem to have any trouble with what I'd consider to be high poly models. What are other peoples experiences in this

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread Lee Elliott
On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote: Lee Elliott writes: Hello all, While we're discussing texture sizes, I'd like to hear how people get on with high-poly models. While I have some problems if a lot of texture space is needed, I don't seem to have any trouble

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread David Megginson
Lee Elliott writes: Is there any way to come up with a rough guidence figure? The untextured 737 model I just parked at KSFO has 392 vertices and 332 faces, according to Blender. That's way too high if we're going to use a realistic number of planes. For buildings, I try to stay under 8

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread Lee Elliott
On Tuesday 08 July 2003 22:22, David Megginson wrote: Lee Elliott writes: Is there any way to come up with a rough guidence figure? The untextured 737 model I just parked at KSFO has 392 vertices and 332 faces, according to Blender. That's way too high if we're going to use a realistic

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread Bernie Bright
On Tue, 8 Jul 2003 15:58:26 -0500 Curtis L. Olson [EMAIL PROTECTED] wrote: I think we have some capacity (especially on higher end systems) for cranking more polygons. However, we need to be careful because we might find ourselves throwing 10-100 of these aircraft into a single scene (i.e.

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread WillyB
On Tuesday 08 July 2003 18:45, Lee Elliott wrote: On Wednesday 09 July 2003 00:53, Bernie Bright wrote: On Tue, 08 Jul 2003 22:07:06 +0100 Lee Elliott [EMAIL PROTECTED] wrote: On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote: Lee Elliott writes: Hello all, While

Re: [Flightgear-devel] Texture Sizes

2003-07-08 Thread David Megginson
Bernie Bright writes: Just noticed those! There don't seem to be any problems, not even much of a framerate hit. That's good news. We'll have to keep static aircraft at least as simple as these 737's. All the best, David -- David Megginson, [EMAIL PROTECTED],

Re: [Flightgear-devel] Texture Sizes

2003-07-06 Thread Bert Driehuis
On Fri, 4 Jul 2003, Innis Cunningham wrote: If you want to see what happens if you have a lot of AI aircraft have a look at FS2K2.Just flying around I get about 25fps but if I goto an airport with lots of AI A/C parked(many textures)I am lucky to get 7fps yet in FG I can get 60+fps no

Re: [Flightgear-devel] Texture Sizes

2003-07-04 Thread Innis Cunningham
Hi Guys I guess this leads to an interesting dilemma of were FG goes. If you want scenery items and AI aircraft flying all over the place even with the latest equipment you are going to have a slide show. So do we continue to develop and hence force people to upgrade to keep up or do you spilt

Re: [Flightgear-devel] Texture Sizes

2003-07-04 Thread Erik Hofman
Kris Feldmann wrote: Often times upgrading one part means going to a whole new computer, such as when the new part isn't supported by the motherboard, OS, or something else. With laptops it's often impossible to upgrade anything but RAM and disk. This means that a $50 graphics card isn't really

Re: [Flightgear-devel] Texture Sizes

2003-07-04 Thread Christian Mayer
Lee Elliott schrieb: At those cheap prices I can expect the people to upgrade when there's a need for it. And especially I can't expect to slow down development for the majority of the users. I simply don't have any money to spend on anything other than bills and food, and that's tricky. Well,

Re: [Flightgear-devel] Texture Sizes

2003-07-04 Thread Christian Mayer
Martin Spott schrieb: Christian Mayer [EMAIL PROTECTED] wrote: At those cheap prices I can expect the people to upgrade when there's a need for it. [...] I already noticed that there's a new culture on this planet that implies continuosly upgrading of everything that is upgradable. But I think

Re: [Flightgear-devel] Texture Sizes

2003-07-04 Thread Jim Wilson
Christian Mayer [EMAIL PROTECTED] said: Lee Elliott schrieb: I simply don't have any money to spend on anything other than bills and food, and that's tricky. Well, that's sad. But I don't expect that there are many people who suffer from the same problem. I think the majority

Re: [Flightgear-devel] Texture Sizes

2003-07-04 Thread Jim Wilson
Martin Spott [EMAIL PROTECTED] said: Christian Mayer [EMAIL PROTECTED] wrote: At those cheap prices I can expect the people to upgrade when there's a need for it. [...] I already noticed that there's a new culture on this planet that implies continuosly upgrading of everything that is

[Flightgear-devel] Texture Sizes

2003-07-03 Thread Innis Cunningham
Hi Folks With regard to texture sizes for instrument guages is it better(less demanding on the CPU/graphics card)to have a lot of small textures, or is it better to put them all on one large texture, or does it not matter. Cheers Innis

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Darrell Walisser
On Thursday, July 3, 2003, at 01:00 PM, [EMAIL PROTECTED] wrote: Message: 9 Date: Thu, 03 Jul 2003 21:41:58 +0800 From: Innis Cunningham [EMAIL PROTECTED] Subject: [Flightgear-devel] Texture Sizes To: [EMAIL PROTECTED] Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; format=flowed Hi

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Christian Mayer
Darrell Walisser schrieb: Hi Folks With regard to texture sizes for instrument guages is it better(less demanding on the CPU/graphics card)to have a lot of small textures, or is it better to put them all on one large texture, or does it not matter. If you know all the textures will be used at

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Richard A Downing FBCS
On Thu, 03 Jul 2003 20:52:49 +0200 Christian Mayer [EMAIL PROTECTED] wrote: IMHO we should require a card with TL setup as minimum, i.e. GeForce class. And they should be able to handle a reasonable texture size. I totally disagree with this idea. Lots of life left in TNT2s. It's not good

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Christian Mayer
Richard A Downing FBCS schrieb: On Thu, 03 Jul 2003 20:52:49 +0200 Christian Mayer [EMAIL PROTECTED] wrote: IMHO we should require a card with TL setup as minimum, i.e. GeForce class. And they should be able to handle a reasonable texture size. I totally disagree with this idea. Lots of life

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Erik Hofman
Christian Mayer wrote: So go for big texture sizes. Although my O2 can handle one texture to be up to 1024Mb, somehow I would choose to put as many instrument(s) parts into one 256x256 texture for the panel instruments. And if needed use a second or third texture. Erik

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Christian Mayer
Erik Hofman schrieb: Christian Mayer wrote: So go for big texture sizes. Although my O2 can handle one texture to be up to 1024Mb, somehow I would choose to put as many instrument(s) parts into one 256x256 texture for the panel instruments. And if needed use a second or third texture. As

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Lee Elliott
On Thursday 03 July 2003 21:52, Christian Mayer wrote: Richard A Downing FBCS schrieb: On Thu, 03 Jul 2003 20:52:49 +0200 Christian Mayer [EMAIL PROTECTED] wrote: IMHO we should require a card with TL setup as minimum, i.e. GeForce class. And they should be able to handle a

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Kris Feldmann
Often times upgrading one part means going to a whole new computer, such as when the new part isn't supported by the motherboard, OS, or something else. With laptops it's often impossible to upgrade anything but RAM and disk. This means that a $50 graphics card isn't really available to everyone

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Martin Spott
Christian Mayer [EMAIL PROTECTED] wrote: At those cheap prices I can expect the people to upgrade when there's a need for it. [...] I already noticed that there's a new culture on this planet that implies continuosly upgrading of everything that is upgradable. But I think it's not a good

Re: [Flightgear-devel] Texture Sizes

2003-07-03 Thread Martin Spott
Kris Feldmann [EMAIL PROTECTED] wrote: BTW Erik, does your box use an R5k or R10k (cpu)? The CPU type itself does not make very much difference when you look at FlightGear. Erik's box easily outperforms a fully equipped Octane MXI that only has a 195 MHz CPU, Martin. -- Unix _IS_ user

[Flightgear-devel] Texture border (ATI performance issue)

2002-12-18 Thread Andy Ross
I've been playing with the new ATI linux drivers recently. It turns out that they have a performance problem that gets tickled by plib. Plib allows you to pick wrapped or clamped texture borders when you create your ssgTexture. To get the clamping, it uses the original GL_CLAMP mode, instead of

[Flightgear-devel] Texture question

2002-03-19 Thread Roman Grigoriev
Guys! Have some problem I render image to some texture and got texture pointer for example texture 128x128 RGBA I need for this texture calculate each pixel luminance and after it compare to some value could you please tell me functions how to retrive image map data? Thanx in advance Bye