Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread TDO Brandano
Well, if you introduce skeletal animation, I'd add: things flex (wings on a glider, but also the arms of a pilot) things scale and morph (drag chutes. Morph targets might work better?) and perhaps in the future, things link two objects with a flexible chain, like the aerotow. but that is wishful

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Chris Forbes
It would be interesting to use skeletal animation to get rid of some of the batch spam with complex multipart models. It wouldn't even necessarily require reworking the model data -- we could initially do the merge and bone attachment when a model is loaded. What are the animation cases? So far I

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
> This doesn't happen when you click on another slider or when we start > at 1. Should be something specific to landmass. Tenuous, but: Terrain and models are sent to the same shader code (terrain-haze.*) by the effect file technique 5. To switch the detailed terrain rendering on, I used the la

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Heiko Schulz
> Btw - with the recent GIT, I now get Rembrandt working with --prop:/sim/ > rendering/no-16bit-buffer=true in the commandline and a shadow map no > larger than 4096x4096. I'm getting ~9-10 fps out at KSFO, about 14 in > low vertex count situations like TNCM or a carrier - is that in the > expecte

[Flightgear-devel] (no subject)

2012-04-27 Thread Heiko Schulz
> Btw - with the recent GIT, I now get Rembrandt working with --prop:/sim/ > rendering/no-16bit-buffer=true in the commandline and a shadow map no > larger than 4096x4096. I'm getting ~9-10 fps out at KSFO, about 14 in > low vertex count situations like TNCM or a carrier - is that in the > expecte

[Flightgear-devel] using property values as indexes for other property references in a animation XML file.

2012-04-27 Thread Scott
I searched and can't find anything to do this, but just wanted to make sure it doesn't exist. I have a property /instruments/b/index let's say it has a int value of 1 In my animation XML file I need to access an array, with the above property being used as the index. something like; /instrume

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > Do you reproduce the problem I see ? > > Okay, found the problem with userarchive and eliminated it Now I > see the same thing you describe, the model shader doesn't start up > correctly, but all goes well once one just clicks the slider. The > model shader doesn't seem to be doing anythin

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
> Do you reproduce the problem I see ? Okay, found the problem with userarchive and eliminated it Now I see the same thing you describe, the model shader doesn't start up correctly, but all goes well once one just clicks the slider. The model shader doesn't seem to be doing anything at all,

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > I have no idea too. It looks like an uninitialized value that get > > one when we click on the slider. Do you reproduce the problem I see ? > > For some (yet to be determined) reason the shader settings are not > archived on Flightgear exit in my local devel branch since my > next-to-last upda

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
> I have no idea too. It looks like an uninitialized value that get one > when we click on the slider. Do you reproduce the problem I see ? For some (yet to be determined) reason the shader settings are not archived on Flightgear exit in my local devel branch since my next-to-last update three w

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > > That problem goes away if landmass shader is disabled. The strange > > thing is that when set to some value, the problem appears but as soon as > > you click on the landmass slider, without changing the value, the > > problem goes away too. > > Is this anything I could have caused? Because

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
> That problem goes away if landmass shader is disabled. The strange thing > is that when set to some value, the problem appears but as soon as you > click on the landmass slider, without changing the value, the problem > goes away too. Is this anything I could have caused? Because I have no idea

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Emilian Huminiuc
On Friday 27 April 2012 06:50:22 Renk Thorsten wrote: > > Thank you for the info - that's good to know (although admittedly I have to > do some reading trying to understand what 'that' precisely is - the linked > article is a bit opaque for me). Seems there's a lot to learn about the > hidden secr

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> I usually commit Thorsten's work. Will have a look in the next days. This is in git now, with the duplicated technique removed -Fred -- Live Security Virtual Conference Exclusive live event will cover all the ways toda

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> Presumably all these effects could actually be done as one > screenspace pass? Please elaborate -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Chris Forbes
Presumably all these effects could actually be done as one screenspace pass? -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT ma

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > It also seems that some model are not lighted anymore : > > http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif > > The only place models get the effect is if they go via > Effects/model-default.eff if they're using their own effect file > they are not in the scheme. I was speaking about the

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Frederic Bouvier
> > 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 ;)

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Renk Thorsten
> It also seems that some model are not lighted anymore : > http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif The only place models get the effect is if they go via Effects/model-default.eff if they're using their own effect file they are not in the scheme. In addition, neither the random bui