This is an update on my efforts to make rembrandt work on not so new GPU.
I managed to make Rembrandt work on my NVidia 7600GT (on Debian Wheezy) with
the following settings :
--enable-rembrandt
--prop:/sim/rendering/shadows/enabled=true
--prop:/sim/rendering/shadows/num-cascades=1
--enable-rembrandt
--prop:/sim/rendering/shadows/enabled=true
--prop:/sim/rendering/shadows/num-cascades=1
--prop:/sim/rendering/shadows/cascade-far-m=50
should be: --prop:/sim/rendering/shadows/cascade-far-m[0]=50
--prop:/sim/rendering/shadows/map-size=2048
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
I would like to ask a few opinions on the following points:
I've been experimenting with regional textures after Stuart's re-organization
of materials.xml, and I have a few nice adaptions which I would like to suggest.
For instance, one can use 18th_century_city.png to texture cities in
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 skydome
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
Voila, your weekly screenshot(s):
jive: 14:55:15 ~ find .fgfs*
.fgfsrc
jive: 14:55:27 ~ env | grep \^FG
FG_HOME=/opt/FlightGear
FG_ROOT=/home/martin/SCM/FlightGear/fgdata
jive: 14:55:39 ~ cat ~/.fgfsrc
--timeofday=noon
--enable-rembrandt
--prop:/sim/rendering/shadows/enabled=true
On Tue, May 1, 2012 at 1:28 PM, Renk Thorsten wrote:
I've been experimenting with regional textures after Stuart's re-organization
of materials.xml, and I have a few nice adaptions which I would like to
suggest.
For instance, one can use 18th_century_city.png to texture cities in Europe,
Martin Spott wrote:
Voila, your weekly screenshot(s):
BTW, if you'd prefer me to stop posting these screenshots, please
shout,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
Voila, your weekly screenshot(s):
http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.0.png
http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.1.png
Looks like there is some progress, isn't it ?
Debian Linux/AMD64, Nvidia GeForce 7950 GT, closed source driver
version 295.40.
Frederic Bouvier wrote:
Voila, your weekly screenshot(s):
http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.0.png
http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_04.1.png
Looks like there is some progress, isn't it ?
Definitely !
Debian Linux/AMD64, Nvidia GeForce 7950 GT,
Hi All,
I've just committed a change that adds emissive lighting to the random
buildings:
http://www.nanjika.co.uk/flightgear/buildings-evening.jpg
At present, this only works with rembrandt and the skydome switched off.
You'll need generic shaders switched on.
-Stuart
Am 2012-04-30 15:27, schrieb Thomas Geymayer:
I'm currently experimenting with a 2D Canvas and rendering everything to
a texture. For this I use FGODGauge to render to texture and
FGODGauge::set_texture to replace a texture in the cockpit with the
texture from the fbo. This works very well
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