Heiko: > Thanks, that's now an answer I was looking for.
>
> Though I'm sure we will get bug reports as well by users complaining
> where the shader from 2.6.0 went, or why shaders won't work.
> Some of this confusion was already visible in the forum.
I don't want to bitch, but the thread starte
Hi,
> Allowing a decoupling between the Skydome and the ligthfield/haze
> shaders,
> would lead only to inconsistent settings, and useless bug reports from
> users
> blindingly enabling every switch available to them.
...
> I hope you can now better understand the reasoning behind this.
Thanks,
On Wednesday 27 June 2012 18:39:30 Heiko Schulz wrote:
> Hello all,
>
> > I think the problem now is that the nice scatter effect sky dome no longer
> > works correctly with any render mode in the git version. The scatter
> > effect sky dome will give you very pretty skies -- especially in
> > co
Hello all,
> I think the problem now is that the nice scatter effect sky dome no longer
> works correctly with any render mode in the git version. The scatter
> effect sky dome will give you very pretty skies -- especially in
> combination with advanced rendering, just don't look at the terrain
On Wednesday 27 June 2012 16:37:11 Heiko Schulz wrote:
>
> Is there a way we can have all three possibilities (default, skydome shader,
> Thorstens atmospheric light scattering) selectable?
>
> Cheers
> Heiko
Not quite, since both terrain-default and model-default effects have a
separate set o
On Wed, Jun 27, 2012 at 11:37 AM, Renk Thorsten wrote:
> > Is there a way we can have all three possibilities (default, skydome
> > shader, Thorstens atmospheric light scattering) selectable?
>
> Atmospheric light scattering should not be thought as different from
> skydome shader - it is the terr
> Is there a way we can have all three possibilities (default, skydome
> shader, Thorstens atmospheric light scattering) selectable?
Atmospheric light scattering should not be thought as different from skydome
shader - it is the terrain/model/whatnot shader combination consistent with the
skyd
Hello,
I noticed today that we can only decide between Thorstens Athmospheric Light
scattering which disables other shaders,
or FlightGear's Non-shaded Skydome.
For me it is a regression compared with 2.6.0.
So for me I have disabled the "predicate"-section in skydome.eff which enables
the A
On Wed, 2012-06-27 at 14:13 +0100, Alasdair wrote:
>
> OK, sorry for the noise. I was all those random buildings. With the
> maximum setting of 5.0, FG uses a massive 6.3 GB of memory on another
> machine. Setting it to 0, the memory usage drops to a more reasonable
> 1.6GB. I wonder if there co
On Wed, 2012-06-27 at 10:45 +0100, Alasdair wrote:
> After yesterday's git pulls, Flightgear will no longer run at KSFO,
> having
> exhausted my 4G of memory and a good load of swap space as well.
> Indeed, until I increased the amount of swap, it just died with an
> unceremonious
> "Killed" messa
On Fri, 2012-05-04 at 20:40 +0200, flightg...@sablonier.ch wrote:
> >
> > Selectively disabling features is probably not going to work reasonable
> > as long as the features in question are required to play nice in order
> > to get disabled, there's no such infrastructure as a "kill-switch" to
> >
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