Hi,
On Nov 9, 2008, at 3:30 PM, Ron Jensen wrote:
On Sun, 2008-11-09 at 05:30 +0100, Manuel Massing wrote:
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the
On dimanche 09 novembre 2008, Heiko Schulz wrote:
Well, that seems to have solved the alpha blending
issues! Thanks!
Not 100% but way much better than the last one.
I saw some unexpected sky/scenery blending, probably when a
half of cloud is in front of another one and the other
Well, that seems to have solved the alpha blending
issues! Thanks!
Not 100% but way much better than the last one.
I saw some unexpected sky/scenery blending, probably when a
half of cloud is in front of another one and the other half
has nothing behind, but I'm not 100% sure on this.
If thereis'nt other cloud layers, looks great from any angles, thanks!
If any other cloud layer above, then from ground look same as without patch
:(
Now time to tune textures and xml, maybe
--
---
WBR, Vadym.
-
This SF.Net
Here is my attempt to improve textures
http://img.uz/images/128039fgfs-screen-055.jpg
http://img.uz/images/958274fgfs-screen-057.jpg
http://img.uz/images/614841fgfs-screen-060.jpg
http://img.uz/images/853167fgfs-screen-059.jpg
http://img.uz/images/876560fgfs-screen-068.jpg
Martin Spott wrote:
for a rather long time now I have always been applying this patch to my
SimGear builds:
http://blaniel.free.fr/pub/flightgear/patches/ot_simgear.patch
I have to admit that I never made any performance comparison against
the previous state, nevertheless I have the
On Sat, Nov 8, 2008 at 10:30 PM, Manuel Massing wrote:
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm *
It is only first try, but its look like we can make it better than in
plib-fg.
Oh - they look good!
Thanks to all of you working on 3d clouds. I have assembled some in flight
pictures showing various types of clouds that might aid in creating textures.
Find it here:
Tatsuhiro Nishioka wrote:
By the way, I found a very interesting thing that the clouds always face to
the
aircraft.
I placed ufo in the middle of clouds and made a spin by pressing left cursor.
Then all the clouds were turning toward me, changing their order.
I don't complain about this.
On dimanche 09 novembre 2008, Torsten Dreyer wrote:
It is only first try, but its look like we can make it better than in
plib-fg.
Oh - they look good!
Thanks to all of you working on 3d clouds. I have assembled some in flight
pictures showing various types of clouds that might aid in
Martin Spott wrote:
Well, this patch to SimGear is one piece of a set of two, of which the
FlightGear-related part had been applied long ago - and which,
apparently, lead to no implications at all:
Curtis Olson wrote:
On Sun, Nov 9, 2008 at 9:44 AM, Martin Spott wrote:
Martin Spott wrote:
for a rather long time now I have always been applying this patch to my
SimGear builds:
http://blaniel.free.fr/pub/flightgear/patches/ot_simgear.patch
My opinion which I've stated before
Heiko Schulz wrote:
For now I which a bit more documentation about making the cloudshapes.
I did understand that there are layers with Boxes with a set of clouds.
But I have problems with these coordinates:
box
x3200/x
y0/y
z2400/z
typest-large/type
/box
On dimanche 09 novembre 2008, Stuart Buchanan wrote:
Gerard Robin wrote:
I do like that new version , i hope that the next one without that
ordering problem will be perfect.
It appears that Manuel has solved the ordering bug.
Yeah, change nothing it is perfect, and the textures are
Hi all,
my name is Pep Ribal. I belong to the Software Development department of the
IVAO network. Some of you might remember me, as I was involved in a project
regarding IVAO-FlightGear interconnection time ago.
That specific project was discontinued, but we at IVAO have not forgotten
about
Hi Pep,
I haven't personally flown in the IVAO network, but if it is staffed by
realistic real world controllers and maintains similar standards of
professionalism as in the real aviation world, then I could see this being a
really nice option for FlightGear pilots.
The biggest challenge here is
On Mon, Nov 10, 2008 at 1:00 AM, Martin Spott [EMAIL PROTECTED] wrote:
BTW, I'm not sure if I really should trust the statistics on this page:
http://www.ivao.org/network/servers.php
Nope. Try: http://network.ivao.aero/ao/aio.cgi
Currently (01:25 UTC) 24 controllers and 202 pilots.
--
Gerard Robin wrote:
I do like that new version , i hope that the next one without that ordering
problem will be perfect.
It appears that Manuel has solved the ordering bug.
http://pagesperso-orange.fr/GRTux/3DClouds-img6.jpg
with that screenshot we may identify where the problem is:
Thanks for your comments and suggestions.
In the first place, I need to tell you that personally, I'm a free
software guy, and I agree that the best possible solution is always
the GPL license. But this is personal.
BTW, you can find information about IVAO at www.ivao.aero, for those that asked.
On Mon, 10 Nov 2008 01:11:01 +0200, Pep wrote in message
[EMAIL PROTECTED]:
Hi all,
my name is Pep Ribal. I belong to the Software Development department
..this is a business enterprise, no?
of the IVAO network. Some of you might remember me, as I was involved
in a project regarding
On Sun, 2008-11-09 at 18:40 -0600, Curtis Olson wrote:
It occurs to me that you might not like this option since it would
reduce the level of control you have over individual clients in the
FlightGear world.
One might suggest that this would be easily resolved by IVAO by simply
ignoring the
I've done some work on the sound system in main.cxx and have attached a
patch for folks to review if they want to look at what I did.
I made a simplifying assumption that the listener is either stationary
(stationary enough) or it is tracking with the aircraft model position.
The existing code
Manuel Massing wrote:
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]-position.osg(), 1.0f);
needs to be
Pep Ribal wrote:
We are not willing to publish our server protocol. That means that a
possible module for connecting FG to the servers shouldn't be open source.
BTW, I'm not sure if I really should trust the statistics on this page:
http://www.ivao.org/network/servers.php
According to
On Mon, Nov 10, 2008 at 12:11 AM, Pep Ribal [EMAIL PROTECTED] wrote:
We are not willing to publish our server protocol. That means that a
possible module for connecting FG to the servers shouldn't be open source.
We have developed a shared library called the INL (IVAO Network Library),
Ron Jensen wrote:
Well, that seems to have solved the alpha blending issues! Thanks!
Is this applicable to the trees, too?
The cloud code does a single bubble sort pass per frame, to avoid the
performance penalty of sorting the entire cloud set each frame.
We could do something similar for
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