Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-24 Thread Mathias Fröhlich
Hi, On Wednesday, December 21, 2011 21:25:11 Csaba Halász wrote: Seems to be gone now :) Ok. So, still I could not easily reproduce... Any comments for my other question, about background model loading? Well, models *are* loaded in the background. More than it was in the good old times where

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Mathias Fröhlich
Hi, On Friday, December 23, 2011 17:05:03 James Turner wrote: == glValidateProgram FAILED id=12 contextID=0 infolog: Validation Failed: Sampler error: Samplers of different types use the same texture image unit. - or - A sampler's texture unit is out of range (greater

Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-24 Thread Mathias Fröhlich
Fred, On Sunday, December 18, 2011 10:18:39 Frederic Bouvier wrote: Your patronage will be welcome. Ok. My problem is that I have too many open projects currently. So, promising to help here is something I cannot do today. But Sure, if you have questions feel free to ask. But I currently

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread James Turner
On 24 Dec 2011, at 08:32, Mathias Fröhlich wrote: Thie required extensions are in the effect files. Whatever changes are done with the shaders, the effect files *must* contain the minimum condition under which gl version/extensions this shader is valid. This is complex, but the only

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Erik Hofman
On Sat, 2011-12-24 at 10:12 +, James Turner wrote: On 24 Dec 2011, at 08:32, Mathias Fröhlich wrote: Thie required extensions are in the effect files. Whatever changes are done with the shaders, the effect files *must* contain the minimum condition under which gl

Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-24 Thread Mathias Fröhlich
Hi, On Saturday, December 24, 2011 11:12:10 James Turner wrote: According to this, there should be no extension required: http://lists.apple.com/archives/mac-opengl/2007/Oct/msg00108.html And 'glxinfo' reports: OpenGL vendor string: ATI Technologies Inc. OpenGL

Re: [Flightgear-devel] Live Multiplayer

2011-12-24 Thread Hal V. Engel
On Friday, December 23, 2011 06:22:35 PM Pedro Morgan wrote: Is there a way we can work towards a more accessible multiplayer enviroment for next year + snip ATC == chat.. we need to look at skype. android and speakers with text to sound.. We alrady have fgcom - no need for skype since

Re: [Flightgear-devel] Live Multiplayer

2011-12-24 Thread Pedro Morgan
Ok here's the scenario.. I'm a kid and taken off in a 747 and need some real world kinda help to land for teens... Problem with FG is that it needs to simulate a bit more.. and not be a long winded things snip ATC == chat.. we need to look at skype. android and speakers with text to

Re: [Flightgear-devel] Live Multiplayer

2011-12-24 Thread Hal V. Engel
On Saturday, December 24, 2011 04:07:06 PM Pedro Morgan wrote: Ok here's the scenario.. I'm a kid and taken off in a 747 and need some real world kinda help to land for teens... Problem with FG is that it needs to simulate a bit more.. and not be a long winded things snip

Re: [Flightgear-devel] Live Multiplayer

2011-12-24 Thread HB-GRAL
Am 25.12.11 01:59, schrieb Hal V. Engel: You can do this today with fgcom. Just setup a fgcom server on your local upstairs machine and you are good to go. You don't even need FG running to use fgcom to communicate with other users on your network. Hi Hal Can you point me to docs how to

Re: [Flightgear-devel] Live Multiplayer

2011-12-24 Thread Pedro Morgan
Yes am very interested in fgcom.. particular how to set up a server and clients.. even the fgcom without the FG dependance.. ie no FG install.. just a lighweight radar client.. and VOIP .. Is there even an index of fgcom servers.. but am extemely interested in this area.. pete On Sun, Dec 25,