> Thorsten,
>
> > > One comment - to avoid any problems with merge requests being
> > > lost/ignored - who is this 'aimed' at? I.e who needs to review it
> > > and decide? I don't feel qualified, for example :)
> > >
> > > (But maybe I just merge it and see who complains ;)
> > >
> > > Not that
> The direct link to the merge request is usually handy.
Will do next time.
> Effects/terrain-default.eff has two techniques number 4. They seem
> similar
>
> Could you check ?
Aarg... GIT strikes again. The two blocks with technique 4 are identical copies
- one of them can go. Must be my scr
Hi,
On Thursday, April 26, 2012 08:32:19 James Turner wrote:
> On 25 Apr 2012, at 14:56, Stuart Buchanan wrote:
> > If you're going to be looking in the code anyway, the depth of the
> > quad tree is set in some constants at the top of the SGBuildingBin.cxx
> > file, and (IIRC) the LoD range is a
Thorsten,
> > One comment - to avoid any problems with merge requests being
> > lost/ignored - who is this 'aimed' at? I.e who needs to review it
> > and decide? I don't feel qualified, for example :)
> >
> > (But maybe I just merge it and see who complains ;)
> >
> > Not that you need to pick o
On Thursday 26 April 2012 12:20:36 Renk Thorsten wrote:
> I've just created a merge request containing the recent work I've done for
> the haze shaders (haze in water shader, dust effect, Mie scattering on
> clouds, ...).
>
> The procedure described in the wiki to create a merge request did not wo
> One comment - to avoid any problems with merge requests being
> lost/ignored - who is this 'aimed' at? I.e who needs to review it
> and decide? I don't feel qualified, for example :)
>
> (But maybe I just merge it and see who complains ;)
>
> Not that you need to pick on any one person, but if
On 26 Apr 2012, at 13:20, Renk Thorsten wrote:
>
> I've just created a merge request containing the recent work I've done for
> the haze shaders (haze in water shader, dust effect, Mie scattering on
> clouds, ...).
>
> The procedure described in the wiki to create a merge request did not work
I've just created a merge request containing the recent work I've done for the
haze shaders (haze in water shader, dust effect, Mie scattering on clouds, ...).
The procedure described in the wiki to create a merge request did not work for
me, I could not push a local branch containing my change
2012/4/26 Björn Kesten :
> Vivian:
>
> A combination of canopy features with individual features scattered
> around the edge?
> Just like in the Enemy Engaged series of helicopter sims?
>
> (See picture)
> http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-Engaged-Comanche-vs-Hokum-1.j
Vivian:
It surely isn't, but who cares, as long as it works.
(It works very well in Enemy Engaged and still looks quite good,
despite being from 1999 (original version).)
B.
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Björn
>
> Vivian:
>
> A combination of canopy features with individual features scattered around
> the edge?
> Just like in the Enemy Engaged series of helicopter sims?
>
> (See picture)
> http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-
> Engaged-Comanche-vs-Hokum-1.jpg
>
> I
Vivian:
A combination of canopy features with individual features scattered
around the edge?
Just like in the Enemy Engaged series of helicopter sims?
(See picture)
http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-Engaged-Comanche-vs-Hokum-1.jpg
I say this would be a viable option
Vic:
I was kidding.
B.
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>>> Bj?rn Kesten said,
I don't want no friggin' wizard to tell me what I can or can't do... ;) <<<
Is this a wind-up, or what.
How can a simple request for developers to optimise their coding on new
improvements end up with statements like this?
I was hoping this thread had served it's purpose
On 25 Apr 2012, at 14:56, Stuart Buchanan wrote:
> If you're going to be looking in the code anyway, the depth of the
> quad tree is set in some constants at the top of the SGBuildingBin.cxx
> file, and (IIRC) the LoD range is also set up there, so you could see
> if reducing the depth makes a di
> So, maybe we could find a better method of switching between the weather
> systems - though this isn't the main issue here. Using radio buttons or
> a drop-down list would be a more standard way to toggle between
> alternatives. Otherwise, just updating (and maybe moving) the button
> description
Hi Stuart,
> On Wed, Apr 25, 2012 at 10:33 AM, Renk Thorsten wrote:
> > Hm... I'm getting good performance, but the rendering of the random
> > buildings do not seem to go via model-default.eff - they respond
> > to the normal visibility, but not to the terrain haze layer, so
> > they remain visib
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