Only a win if
1) your draw order wrt depth is chaotic and unfixable, and
2) you are fillrate bound
...
-- Chris
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thre
> On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote:
>
> > Fred,
> > One small question, what's with the multiple passes/ shader
> > overrides and al
> sort of funky stuff (colour mask O.O) going on in
> terrain-default.eff. It
> looks like a real mess.
> > I wanted to clear out the unneed
On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote:
> Fred,
> One small question, what's with the multiple passes/ shader overrides and al
sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It
looks like a real mess.
> I wanted to clear out the unneeded include_fog.ver
Fred,
One small question, what's with the multiple passes/ shader overrides and al
sort of funky stuff (colour mask O.O) going on in terrain-default.eff. It
looks like a real mess.
I wanted to clear out the unneeded include_fog.vert that crept back in somehow
and found that...
Or is this an arte
> On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
> > But when two techniques use the same number, they are merged.
> > I don't know if it was intended but one effect can modify one of
> > it's parent without rewriting the predicate, and can lead to
> > problems
> > when we need to reassign
On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
> But when two techniques use the same number, they are merged.
> I don't know if it was intended but one effect can modify one of
> it's parent without rewriting the predicate, and can lead to problems
> when we need to reassign numbers
In f
On Wednesday 02 May 2012 10:53:31 Frederic Bouvier wrote:
> > On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
> > > The default effects usually specify their techniques with higher
> > > numbers to >allow any inheriting effect to insert their own
> > > techniques below them, >techniques t
> On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
> > The default effects usually specify their techniques with higher
> > numbers to >allow any inheriting effect to insert their own
> > techniques below them, >techniques that get activated by the same
> > condition.
> Actualy this shou
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
> The default effects usually specify their techniques with higher numbers to
>allow any inheriting effect to insert their own techniques below them,
>techniques that get activated by the same condition.
Actualy this should read:
The
On Wednesday 02 May 2012 07:55:19 Renk Thorsten wrote:
> > No, you got the system wrong.
> > When an effect inherits from another it "rewrites" those parts that are
> > common
> > between the two xml files, keeping the parts that are different.
>
> Yes, but what's wrong with making that conditiona
> No, you got the system wrong.
> When an effect inherits from another it "rewrites" those parts that are
> common
> between the two xml files, keeping the parts that are different.
Yes, but what's wrong with making that conditional based on technique number?
What functionality would this destr
No, you got the system wrong.
When an effect inherits from another it "rewrites" those parts that are common
between the two xml files, keeping the parts that are different. Thus if
runway inherits from terrain the actual runway effect as seen by flightgear
gets a technique 4 of its own (inherit
> The runway effect parameters override any parameters it has in common
> with the terrain-default effect (since it inherits from it), it is not a bug,
>
> that's how the system is supposed to work.
I don't know, it doesn't strike me as consistent.
There are two control structures here:
Inh
On Tuesday 01 May 2012 15:33:36 Emilian Huminiuc wrote:
The runway effect parameters override any parameters it has in common with the
terrain-default effect (since it inherits from it), it is not a bug, that's
how the system is supposed to work.
This is fixable by changing the snow texture u
On Tuesday 01 May 2012 12:19:27 Renk Thorsten wrote:
> Question to Fred (and other Effect people) - is this a bug or am I misusing
> the system?
>
> What happens is as follows:
>
> * the code finds a runway and looks first through terrain-default.eff to see
> what it should do. It finds, if skydo
Hi Heiko,
Okay, so cloud and terrain shaders on both detail levels perform okay, but the
skydome shader doesn't come on - one can see the mismatch between terrain and
sky in the distance, and there's no scattering effect at all in the sky. Which
means we need to find the reason why, and that's
Hello Thorsten,
> a) watch the console for any error message from shaders trying to compile >
> but not succeeding
Absolutly nothing- no error messages, just the usual .dds-warnings
> b) get me a screenshot from ~20.000 ft with good visibility over land
> facing the rising sun at dawn with skyd
Hello Thorsten,
First again sorry when it sounded like rant.
But I must admit I was dissapointed seeing the results on my system here.
> Having said that:
> To the best of my ability to determine from the screenshots, the skydome >
> shader doesn't work for you (for some yet to be determined r
I tested last night with win7 and xp using ATI cards (winXP - hd3850,
> win7
> 64bit hd5870 tested with all ATI drivers since 11.4 beside the latest)
> and
> the skydome shader is crashing fgfs. The crash looks like the crash that
> occours if i enable the generic shader. No console output.
W
> Actually, no. All that needs to be on is the skydome shader button, no
> matter altitude or shader settings. When you move water or landmass above
> 4, the detailed version of the shaders come on. It is possible that the
> non-detailed version of the shader doesn't run for you either (Emilian to
> I did try that- after some more tryings with different settings I found
> out that I didn't know yet that it only works with advanced weather AND
> at high altitudes (above 10.000ft!!)
Agreeing somewhat with Fred, the screenshots don't make it easy to see what is
going on, as there is neith
Hello Fred,
> In case you didn't notice, Thorsten screenshots are from altitude, not
> from the ground, with more clouds on screen, and at dusk or dawn.
> Put yourself in the same conditions to do the comparison
I did try that- after some more tryings with different settings I found out
that
On Sun, 2012-04-29 at 12:42 +0100, Heiko Schulz wrote:
> Hello,
>
> I updated data today with the latest Hudson Build.
>
> Regarding the Terrain Haze v1.3. "Lightfield" I must admit, I'm really
> dissapointed.
>
> Somehow I don't get the images presented on the forum. Or am I wrong, and all
>
Hi Heiko,
> What do I miss? Where am I wrong? Do we get something like back with
> the next release in less than 3 months?
In case you didn't notice, Thorsten screenshots are from altitude, not
from the ground, with more clouds on screen, and at dusk or dawn.
Put yourself in the same conditions
Hello,
I updated data today with the latest Hudson Build.
Regarding the Terrain Haze v1.3. "Lightfield" I must admit, I'm really
dissapointed.
Somehow I don't get the images presented on the forum. Or am I wrong, and all
this only works with 2.6.0 instead of current GIT?
That how it looks he
You'll have to elaborate on how 'spin' is special.
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Chris
>
> 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 anim
at is wishful thinking
> Date: Sat, 28 Apr 2012 08:46:37 +1200
> From: chr...@ijw.co.nz
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] Terrain Haze v1.3
>
> It would be interesting to use skeletal animation to get rid of some
> of the batch spam wit
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
> 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
> 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
> > 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
> 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,
> > 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
> 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
>
> > 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
> 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
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
> 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
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> Presumably all these effects could actually be done as one
> screenspace pass?
Please elaborate
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Presumably all these effects could actually be done as one screenspace pass?
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> > 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
> > 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 ;)
> 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
> 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
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
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