Hi there,
Latest git fg code, build time on Phenom 2 X6 1090T (3.2Ghz) - 2 minutes 43
seconds...
I built this Phenom 2 PC only a few days ago, but am already highly impressed
with the Phenom 2 - this same task used to take over 30 minutes on my Core 2
2GHz laptop... :-)
Building done, next ta
Hi Martin,
Maybe you missed my 'little' question buried deep
in my, as usual ;=(), quite log posts, but I was
asking about the 'content' of mapserver
simgear-cs git...
In windows I was able to build terragear-cs
using 'standard' gitorious simgear, and others,
as far as I see so far, seem to have
Just read about ApiTrace, a new OpenGL debugging tool, on Phoronix.
See article at
http://zrusin.blogspot.com/2011/04/apitrace.html. It's quite an
amazing tool, consisting of a tracer library and a full featured
replay GUI. You can replay the trace, examine any state, look at
shaders and textures,
Hi All,
On 12 Apr 2011, at 23:28, Bertrand Coconnier wrote:
>>
>
> This looks very exciting !
>
Just a quick progress report: This morning, I managed to perform my first ATC
controlled taxi to the runway at EHAM, including navigating through a number of
situations where "my" user controlled
On another note, for a case like the village house presented in the wiki I
would suggest another aproach:
Better make the windows separate faces, and just give them emission at night
with the material animation. (a couple of extra vertices are way less
resource hungry compared to a 256x256 par
On Saturday 30 April 2011 15:05:58 Heiko Schulz wrote:
> Hello,
>
> > Hmm, that depends. If those textures should be displayed
> > all the time (like a
> > livery), then yeah, I agree, one big texture is better than
> > many smaller ones,
> > also depending on your texturing needs. On the other ha
Hello,
> >
> Hmm, that depends. If those textures should be displayed
> all the time (like a
> livery), then yeah, I agree, one big texture is better than
> many smaller ones,
> also depending on your texturing needs. On the other hand,
> if you're not
> displaying half the texture most of th
On Saturday 30 April 2011 14:21:23 Heiko Schulz wrote:
> @Emilian:
> According to Tim Moore, FGFS's graphic specialists it is recommended to
> have large texture files, instead many smalls.
>
> See also here: http://wiki.flightgear.org/Howto:_Improve_Framerates
>
> Cheers
> Heiko
>
Hmm, that dep
Hello,
> Thomas Albrecht wrote:
> > Dear all,
> >
> > I also tried the textranslate method, but when I put
> the day/night
> > textures, say van.png and van_LIT.png each 256 x 256),
> into one file (512
> > x 256) and make up an .xml as described in the wiki,
> both day and night
> > textures loo
On Saturday 30 April 2011 13:15:30 Thomas Albrecht wrote:
> Dear all,
>
> I also tried the textranslate method, but when I put the day/night
> textures, say van.png and van_LIT.png each 256 x 256), into one file (512
> x 256) and make up an .xml as described in the wiki, both day and night
> textu
Dear all,
I'm in the process of converting X-Plane scenery to FG. As far as I
understood, X-Plane uses two separate texture files for day/night lighting.
The FG wiki
(http://wiki.flightgear.org/Howto:_Illuminate_faces#Changing_texture_if_illuminated)
says
"This does not work with any version ne
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