On 30 Dec 2012, at 08:55, Renk Thorsten wrote:
>> What's the a / b performance impact?
>
>
> Similarly, the terrain roughness is based on a very cheap technique creating
> an optical illusion rather than a proper heightmap (which is probably ~50
> times faster than the detailed heightmap t
> What's the a / b performance impact?
All to be taken with some caution, since it seems to be very hardware dependent
how expensive certain options are. For my new GTX 670M, I can't measure
performance without external tools because any terrain is always rendered with
vsync of 60 fps, and only
>>> - AI Tanker enhancements to allow users to select from a range of
>>> tanker models. This is particularly relevant for naval probe-equipped
>>> aircraft, where there is a much greater variety of tanker types.
>> Could we also tighten the envelope in which we receive fuel? I did AAR with
>> the
On Sat, Dec 29, 2012 at 9:03 AM, Renk Thorsten wrote:
>> As part of that I think I need to make some changes to the Basic
>> Weather to populate the appropriate properties. Thorsten - are the
>> properties documented anywhere?
>
> No, not really :-( But I can write a summary for you.
If you have
On 29 Dec 2012, at 09:03, Renk Thorsten wrote:
> I guess we need to discuss just what we want to impement:
>
> Based on how we do the light, we have
>
> 1) Rembrandt (multiple light sources)
> 2) Atmospheric light scattering (only one light source, but with
> position/time differential light
> Perhaps we could use something similar for the trees? I.e. pass in a
> uniform indicating which fraction of the texture sheet on the x-axis
> should be color-rotated. The uniform can be taken from a property on
> the material definition.
Ah, that's clever - I think that would do just fine. T
> Stuart, one thing that caught me out earlier today with using 2D cloud
> layers - while using a 2D layer and modifying visibility inside the
> layer is working quite well, the edge (moving vertically) is very sharp.
> I wonder if there's some technique to perturb the top and bottom of the
On 28 Dec 2012, at 21:40, Stuart Buchanan wrote:
> I'm very keen that the atmospheric light scattering and procedural
> effects are merged fully into both the "classic" and Rembrandt
> renderers, and would absolutely be part of any team effort to make it
> happen. I'd really like to get to a po
On Fri, Dec 21, 2012 at 12:06 PM, Renk Thorsten wrote:
> It has emerged from forum discussions that gathering the goals for developers
> so that people can synchronize efforts better and users know what to expect
> would be a good idea. I've sort of been trying to do that previously, so I
> migh
Hi Thorsten,
De : Renk Thorsten
Envoyé le : Vendredi 21 décembre 2012 13h06
> It has emerged from forum discussions that gathering the goals for developers
> so that people
> can synchronize efforts better and users know what to expect would be a good
> idea
It has emerged from forum discussions that gathering the goals for developers
so that people can synchronize efforts better and users know what to expect
would be a good idea. I've sort of been trying to do that previously, so I
might as well continue, even if it's a bit early and 2.10 isn't ro
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