Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Renk Thorsten
Recently I was told that some planes have liveries of so high resolution that you have to install low resolution versions to have a decent fps during multiplay. But doesn't FG use mipmaps for liveries? If not then are there plans to do so? Or should the livery be prepared in a certain

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread James Turner
On 26 Sep 2013, at 07:18, Renk Thorsten thorsten.i.r...@jyu.fi wrote: Mipmaps for textures are pretty generic for the rendering process. If you would not mipmap textures, they'd create flickering Moire patterns whenever the texture resolution is higher than the screen resolution as

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Stuart Buchanan
On Thu, Sep 26, 2013 at 8:27 AM, James Turner wrote: Just to say, Thorsten has in this case saved me writing an email, thanks. To re-iterate - GPU VRAM is a precious commodity, so we should spend it on texels you can actually see. One further point to make is that we do have the AI/Aircraft

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread James Turner
On 26 Sep 2013, at 11:22, Stuart Buchanan stuar...@gmail.com wrote: One further point to make is that we do have the AI/Aircraft directory specifically used for low-poly/resolution models. So, if there are specific aircraft that are causing problems, arguably the correct way to resolve

[Flightgear-devel] Help for Aircraft Graphics

2013-09-26 Thread Satish Srivastava
Kindly tell me the platform and code for only simulating the some aircraft like jaguar graphics. My interest is to simulate flight by giving string of aircraft data necessary for flight like velocity, acceleration, roll, pitch, yaw and control surface positions. Thanks Please reply on this mail-id

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Tomash Brechko
I'm not trying to convince anyone to use hi-res liveries. But several people reported that hi-res aircrafts break fps in MP, and downscaling liveries solves the problem (and this follows from Stuart's email). But if mipmap _is_ applied to liveries, then why we have to have lo-res liveries

[Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread Erik Hofman
On 09/26/2013 12:30 PM, James Turner wrote: Some of the folks on the fourm have been doing greta work up the AI models of our transport-category aircraft, mostly to improve appearance of Traffic. The A320 and A330 have had overhauls and now look great, and I believe the Boeings are next on

[Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread James Turner
I was reviewing the current menu structure and would like to propose a couple of changes. Partly because we have too many menus, all quite short, but also to remove some bad terminology. Each of these changes is independent, comments explicitly requested: - merge 'Autopilot' into the

Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread James Turner
On 26 Sep 2013, at 11:33, Erik Hofman e...@ehofman.com wrote: On that topic, there's a static 737 on the taxi tracks that's there since the old days when there was no AI traffic, it is probably a good idea to remove it from the scenery now. Mostly i agree, but it's sort of a piece of FG

Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread Erik Hofman
On 09/26/2013 12:47 PM, James Turner wrote: On 26 Sep 2013, at 11:33, Erik Hofman e...@ehofman.com mailto:e...@ehofman.com wrote: On that topic, there's a static 737 on the taxi tracks that's there since the old days when there was no AI traffic, it is probably a good idea to remove it from

Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread TDO Brandano
I always thought it was a 737 hulk used for fire crew training. I think there's no reason why mipmaps could not be pre-generated for formats other than DDS, nothing stops FGFS from defining a texture as a combination of a series of images and a snippet of XML code describing the way these are

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Detlef Faber
Stuart Buchanan stuar...@gmail.com hat am 26. September 2013 um 12:22 geschrieben: [snip] Perhaps we should mandate that aircraft over a certain size should have an AI version created? There is an alternative to an AI Version. For Aircraft with Livery Select it is possible to have

Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread Durk Talsma
On 26 Sep 2013, at 13:04, Erik Hofman wrote: On 09/26/2013 12:47 PM, James Turner wrote: On 26 Sep 2013, at 11:33, Erik Hofman e...@ehofman.com mailto:e...@ehofman.com wrote: On that topic, there's a static 737 on the taxi tracks that's there since the old days when there was no AI

Re: [Flightgear-devel] Help for Aircraft Graphics

2013-09-26 Thread Stuart Buchanan
Hi Satish, On Thu, Sep 26, 2013 at 10:50 AM, Satish Srivastava wrote: Kindly tell me the platform and code for only simulating the some aircraft like jaguar graphics. My interest is to simulate flight by giving string of aircraft data necessary for flight like velocity, acceleration, roll,

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Tomash Brechko
Also the question to GPU gurus: I think most aircrafts that have hi-res liveries do so because of several small signs here and there. So does it makes sense to have a lo-res opaque texture that paints aircraft's body, and then a hi-res transparent one that places signs on top of the first? This

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Renk Thorsten
But several people reported that hi-res aircrafts break fps in MP, and downscaling liveries solves the problem (and this follows from Stuart's email). But if mipmap _is_ applied to liveries, then why we have to have lo-res liveries separately? Won't one of mipmap levels do the same?

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 89, Issue 11

2013-09-26 Thread BARANGER Emmanuel
Le 26/09/2013 12:30, flightgear-devel-requ...@lists.sourceforge.net a écrit : Message: 8 Date: Thu, 26 Sep 2013 06:18:53 + From: Renk Thorstenthorsten.i.r...@jyu.fi Subject: Re: [Flightgear-devel] Mipmapping of liveries To: FlightGear developers discussions

Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread Stuart Buchanan
On Thu, Sep 26, 2013 at 11:45 AM, James Turner wrote: I was reviewing the current menu structure and would like to propose a couple of changes. Partly because we have too many menus, all quite short, but also to remove some bad terminology. Each of these changes is independent, comments

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread Tomash Brechko
2013/9/26 Renk Thorsten thorsten.i.r...@jyu.fi Full GPU memory leads to performance deterioration. Well, I'm not entirely convinced that plus-munis some tens of MBs made a difference in one case I heard of (tu154b, five 1024x1024 textures for the exterior). Yet I'm convinced that mipmap alone

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 89, Issue 11

2013-09-26 Thread Tomash Brechko
Keep in mind that texture resolution alone doesn't tell you much unless you know how much surface area is fitted into it. Some planes fit both sides of wings, fuselage, gears and much more into a single rectangle so it being of hi-res doesn't mean that you can see every grain of sand on a tire.

Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread TDO Brandano
Another approach could be the use of multiple UV layers, like other game engines, err, scenegraphs use. One base texture, and one or more uv layers for decals, with the possibility to define in the material properties if a texture repeats or not. the limit here is posed by the use of a model

Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread AJ MacLeod
On Thu, 26 Sep 2013 11:45:38 +0100 James Turner wrote: The Autopilot menu change does make sense (although there may possibly be a case for keeping such a flight-critical menu rapidly accessed at the top level?) - potentially rename 'Environment' to 'World' If most of the AI stuff moves to

Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread James Turner
On 26 Sep 2013, at 16:21, AJ MacLeod aj-li...@adeptopensource.co.uk wrote: That's exactly what the word environment means though, isn't it! I really don't think there's any point at all in changing the name of that menu entry; the current one perfectly accurately describes things around

Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread Thomas Albrecht
The Autopilot menu change does make sense (although there may possibly be a case for keeping such a flight-critical menu rapidly accessed at the top level?) I don't see this need. When I'm in a hurry, I use my left hand to enter a keyboard shortcut, rather than taking my right hand off the

Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread Clement de l'Hamaide
Hi, - merge 'Autopilot' into the Equipment menu, as a section (probably the first section) I have no objection with this. - potentially rename 'Environment' to 'World' Environment word looks fine to me. A quick search on Google reveal that X-Plane use Environment but FSX use World.

Re: [Flightgear-devel] Moving menus (aka, usability)

2013-09-26 Thread sb356607
You know one of the things that needs to happen with light-year is that the menus need to be accessible for the visually impaired it is very difficult to get to the menus we need to see the menus on the menu bar and have a little more accessibility to this because I use this mostly by keyboard