I think the solution to this whole issue is to bring fgfs-construct .btg
generation closer to how the genapt works - keeping the material
information around with each poly through the clipping process.
Hi Peter,
I thought that was already the case? I was fooling around the other day,
Hi,
On Mon, 2011-11-07 at 12:53 +0100, Erik Hofman wrote:
Some of you might already be aware of the fact that have been developing
a 3D audio library for quite some time. Now is the time to call for a
larger group of beta testers.
The software is a replacement for OpenAL on linux and
Hi everybody,
I have been doing recently some terrain textures experiments, mainly using
aerial imagery from USGS and some personal photographs. I have managed to get
a number of high resolution textures, and was wondering what the official
policy is regarding terrain, and whether they would be
I think the solution to this whole issue is to bring fgfs-construct .btg
generation closer to how the genapt works - keeping the material
information around with each poly through the clipping process.
Ignore my previous e-mail on this issue, I misread the each poly part.
Adrian
Hi Adrian
I think quality textures like yours goes directly to the main repo ? On
the other hand I heared there is probably central scenery repo coming
up (a separate repository and/or database). Maybe also for developing
textures and to store origins or base material ?
Green as I am I
Hi Yves,
The issue here is that some of these textures are really large, and thus have
the potential to limit performance for users with lower-end machines.
Thus, I'm interested in guidelines/policies regarding texturing the terrain,
what sizes are recommended or usable etc.
I also agree about
Congrats on the release Erik!
Does your new sound system or OpenAL itself allow you to specify the
origin of a sound as an x/y/z offset from a central point?
tnx.
g.
--
Proud owner of F-15C 80-0007
http://www.f15sim.com - The only one of its kind.
http://www.diy-cockpits.org/coll - Go
On Tue, 2011-11-22 at 08:10 -0800, Gene Buckle wrote:
Congrats on the release Erik!
Thanks!
Does your new sound system or OpenAL itself allow you to specify the
origin of a sound as an x/y/z offset from a central point?
AeonWave allows for multiple sounds with an offset to a center point of
On Tue, 22 Nov 2011, Erik Hofman wrote:
On Tue, 2011-11-22 at 08:10 -0800, Gene Buckle wrote:
Congrats on the release Erik!
Thanks!
Does your new sound system or OpenAL itself allow you to specify the
origin of a sound as an x/y/z offset from a central point?
AeonWave allows for multiple
On Tue, 2011-11-22 at 08:53 -0800, Gene Buckle wrote:
Does your new sound system or OpenAL itself allow you to specify the
origin of a sound as an x/y/z offset from a central point?
AeonWave allows for multiple sounds with an offset to a center point of
an audio-frame. Moving or
Am 22.11.11 15:06, schrieb Adrian Musceac:
Hi Yves,
The issue here is that some of these textures are really large, and thus have
the potential to limit performance for users with lower-end machines.
Thus, I'm interested in guidelines/policies regarding texturing the terrain,
what sizes are
While we're on the subject of texture size, I'll expand a bit on the
background issues:
First, there are a couple of technical limitations: power of two sizes,
and a maximum texture size of 4096x4096.
Getting the technical part out of the way we come to the tricky part. My
opinion is that
Hello!
Recently i tried to implement cockpit night lightning system in FG and
came around a curious problem i can't solve: definition of
new/additional light sources is ignored by FG. I went the classical
OpenGL path and tried to incorporate additional standard light sources
(OGL supports
Hello all,
i performed hot spot and thread analysis with current FG code base, here
the results:
Hot Spots:
http://www.flickr.com/photos/43342833@N04/6384920207/in/photostream
Threads:
http://www.flickr.com/photos/43342833@N04/6384919719/in/photostream
Am 22.11.11 20:44, schrieb Adrian Musceac:
The problem with small textures is that patterns on them become very visible
at high altitudes. On the other hand, good textures with no visible repeating
features are quite hard to obtain.
Adrian, you might have a look what the crop shader does
Am 22.11.11 20:50, schrieb Emilian Huminiuc:
- on-disk size depends on texture size, amount of colour variation in the
texture and compression method.
(a 4096x4096px texture can be as big as 10 to 30 MB if compressed as png, or
~20MB if compressed as dxt5 .dds, or ~10MB if compressed as dxt1
Am 22.11.2011 21:13, schrieb Paul Guhl:
Hello all,
i performed hot spot and thread analysis with current FG code base, here
the results:
Hot Spots:
http://www.flickr.com/photos/43342833@N04/6384920207/in/photostream
Threads:
On Mon, 21 Nov 2011 23:04:25 +0100, HB-GRAL wrote in message
4ecacae9.7070...@sablonier.ch:
Am 21.11.11 22:08, schrieb Arnt Karlsen:
On Mon, 21 Nov 2011 14:55:34 +0100, HB-GRAL wrote in message
4eca5856.6060...@sablonier.ch:
Hi Gijs
I would be very happy with a reflect
Hello,
It isn't really recommneded to use more than the provided OSG-Lights in FGFS
for some reasons.
Bur for cockpit lighting we have in 2.4.0 and 2.5.0 ow a lightmap shader, which
might be more interesting
Heiko
still in work: http://www.hoerbird.net/galerie.html
But already done:
On Wed, 23 Nov 2011, Arnt Karlsen wrote:
Starting i.e. b29 and Material Shaders enabled. We can also share the
issue in my log, I start with c172p at KSFO 10L and you take the b29
at 10R.
..easy now, I'm on the road with an eeepc that takes about
3-5 seconds of agony between each frame, so
Spoke too soon. The trees look great, but the frame rate hit makes it
unusable (from 30-35 to 2-4) even with the other shaders disabled.
Thank you! I haven't had seen trees in FlightGear for ages (can't run
with shaders). I didn't realize the trees were supported at all
without shaders.
On Tue, 2011-11-22 at 21:44 +0200, Adrian Musceac wrote:
The problem with small textures is that patterns on them become very visible
at high altitudes. On the other hand, good textures with no visible repeating
features are quite hard to obtain. I've tested on my setup with up to
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