Frederic Bouvier wrote:
Hi,
I commited changes to help users to tune their rendering quality
according to their available hardware. As a picture is worth a thousand
words, see :
http://frbouvi.free.fr/flightsim/fgfs_quality_level.gif
I encourage effect designers to use this new
If so, I'd probably recommend calling it an RC or similar. Hopefully,
that may stop the (few) whingers on the forum carrying on about how the
devs released another version that still isn't ready for prime-time
consumption...
OTOH, labelling it an RC might keep the others from downloading
Mattt wrote:
If so, I'd probably recommend calling it an RC or similar. Hopefully,
that may stop the (few) whingers on the forum carrying on about how the
devs released another version that still isn't ready for prime-time
consumption...
Well if I recall it correctly I've seen mostly
Erik,
True, and agreed.
Now, I double-dare you to try to explain that on the forum if 2.1
doesn't double their frame rates :p
Mind you, the individuals in question are certainly in the minority.
Unfortunately, though, that isn't seeming to stop them dragging others
along for their ride
Le 11/04/2010 11:21, Erik Hofman a écrit :
Frederic Bouvier wrote:
Hi,
I commited changes to help users to tune their rendering quality
according to their available hardware. As a picture is worth a thousand
words, see :
http://frbouvi.free.fr/flightsim/fgfs_quality_level.gif
I
Hello,
some time ago I made a FDM for a small quad-copter. Therefore flightgear
also could be used for simulating this kind of uav.
Sensors like acceleration and gyroscope should be easy to simulate with
all their inaccuracies. Laser scanner and ultrasonic sensors (using some
discrete rays)
Frederic Bouvier wrote:
I was reading this forum thread few minutes ago :
http://flightgear.org/forums/viewtopic.php?f=5t=7358
and I wonder if its author, Thorsten with an 'H', already got in touch
with someone with CVS write access for a CVS inclusion. A new fgfs
version should have this.
I
Frederic Bouvier
Le 11/04/2010 11:21, Erik Hofman a écrit :
Frederic Bouvier wrote:
Hi,
I commited changes to help users to tune their rendering quality
according to their available hardware. As a picture is worth a thousand
words, see :
Vivian,
Frederic Bouvier
I was reading this forum thread few minutes ago :
http://flightgear.org/forums/viewtopic.php?f=5t=7358
and I wonder if its author, Thorsten with an 'H', already got in
touch
with someone with CVS write access for a CVS inclusion. A new fgfs
version should
On Sunday 11 April 2010 01:17:50 pm Vivian Meazza wrote:
It is available for download, if you scrabble around hard enough - took me
best part of an evening to find it, and can't remember how I did it in the
end.
The trouble is Thorsten seems to develop his stuff in a vacuum - I have a
couple
I was reading this forum thread few minutes ago :
http://flightgear.org/forums/viewtopic.php?f=5t=7358
and I wonder if its author, Thorsten with an 'H', already got in touch
with someone with CVS write access for a CVS inclusion. A new fgfs
version should have this.
I talked to Thorsten
Hi,
Hi,
I commited changes to help users to tune their rendering
quality
according to their available hardware. As a picture is
worth a thousand
words, see :
http://frbouvi.free.fr/flightsim/fgfs_quality_level.gif
I encourage effect designers to use this new
O.k., I got it now working. Still no real Idea what went wrong- maybe my
CVS-update scrambled things.
When will we change to GIT?
Sorry for the noise
Hi,
Hi,
I commited changes to help users to tune their
rendering
quality
according to their available hardware. As a
Le 11/04/2010 17:10, Heiko Schulz a écrit :
O.k., I got it now working. Still no real Idea what went wrong- maybe my
CVS-update scrambled things.
When will we change to GIT?
Sorry for the noise
I was about to write that I don't have any idea. Glad to read the
problem resolved. Does it
Hi,
with the more and more numbers of shaders effetcs I noticed, that I have no
AntiAliasing on Objects/ sceneryparts, where shaders are applied.
I checked my settings on my Nvidea-panel, but AntiAiliaising is set to the
highest value (16x Q)
As I have seen some screenshots here with out
Hi,
I was about to write that I don't have any idea. Glad to
read the
problem resolved. Does it make a difference in term of
speed. What is
your prefered index and what is your hardware. It could be
handy to
build a scale level vs hardware
-Fred
Well, to be honest- I have currently
Hi @all,
I'm still very fascinated by the reflection shader and the bumpspec-shader.
Two shaders which shows the Power of OpenSource and that we can compete
commercial sims even now in graphics.
I wonder if there is a possibility to combine these two effects just by editing
the effect-file. I
Le 11/04/2010 17:23, Heiko Schulz a écrit :
Hi,
with the more and more numbers of shaders effetcs I noticed, that I have no
AntiAliasing on Objects/ sceneryparts, where shaders are applied.
I checked my settings on my Nvidea-panel, but AntiAiliaising is set to the
highest value (16x Q)
Fred,
try : --prop:/sim/rendering/multi-sample-buffers=true
--prop:/sim/rendering/multi-samples=4
-Fred
Unfortunately no effect visible :-(
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On Sun, 11 Apr 2010 15:46:46 + (GMT), Heiko wrote in message
181523.46862...@web23205.mail.ird.yahoo.com:
Well, to be honest- I have currently the problem graphic appearence
vs level vs hardware ;-)
With A dualcore 2.8GHz, 2GB Ram, Nvidea 8800GT, Vsync (60Hz)
..64bit system? Which A
..64bit system? Which A dualcore 2.8GHz, an
AMD? OS?
Oh, sorry, yes:
Intel DualCore 2.67GHZ (not 2.8Hz ;-)), win32, FGFS CVS 04/10/2010
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Mattt wrote:
If so, I'd probably recommend calling it an RC or similar.
Hopefully, that may stop the (few) whingers on the forum carrying on
about how the devs released another version that still isn't ready
for prime-time consumption...
OTOH, labelling it an RC might keep the others
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