Re: [Flightgear-devel] Fixing fgfs-construct crashes

2011-11-22 Thread Adrian Musceac
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,

[Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-22 Thread Erik Hofman
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

[Flightgear-devel] Terrain textures

2011-11-22 Thread Adrian Musceac
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

Re: [Flightgear-devel] Fixing fgfs-construct crashes

2011-11-22 Thread Adrian Musceac
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

Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread HB-GRAL
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

Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread 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 recommended or usable etc. I also agree about

Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-22 Thread Gene Buckle
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

Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-22 Thread Erik Hofman
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

Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-22 Thread Gene Buckle
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

Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-22 Thread Erik Hofman
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

Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread HB-GRAL
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

Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread Emilian Huminiuc
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

[Flightgear-devel] Lit the lights!

2011-11-22 Thread Paul Guhl
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

[Flightgear-devel] Profiling Results

2011-11-22 Thread 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: http://www.flickr.com/photos/43342833@N04/6384919719/in/photostream

Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread HB-GRAL
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

Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread HB-GRAL
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

Re: [Flightgear-devel] Profiling Results

2011-11-22 Thread ThorstenB
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:

Re: [Flightgear-devel] Shader properties and dialog

2011-11-22 Thread Arnt Karlsen
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

Re: [Flightgear-devel] Lit the lights!

2011-11-22 Thread Heiko Schulz
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:

Re: [Flightgear-devel] Shader properties and dialog

2011-11-22 Thread Gene Buckle
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-22 Thread thorsten . i . renk
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.

Re: [Flightgear-devel] Terrain textures

2011-11-22 Thread Erik Hofman
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