Re: [Flightgear-devel] Terrain engine
- Martin Spott a écrit : Hi Frederic, Frederic Bouvier wrote: 0) Does it meet the technical requirements for being used in FlightGear ? I'll let you elaborate on this topic before I could answer. My comment was addressing those who are judging over the usability just from watching a video on YouTube :-) Well, these video are real, but the absence of update is an indication of the progress (or lack thereof) of the project. Regards, -Fred -- Frédéric Bouvier http://www.youtube.com/user/fgfred64 Videos -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain engine
Well, these video are real, but the absence of update is an indication of the progress (or lack thereof) of the project. Regards, -Fred Wish best to You with it anyway. It's not good when something is stops on the middle. For me it's better then You can say: Well, maybe it's not used. But I did it. While most of You are not.. Victor -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object distance fading color
I've just pulled the new version and had a look and... it looks *very* impressive - with just a few property edits, one can generate a dark, overcast scene from a summer sky, and the diffuse haze comes out very nicely. Come to think of it, this might not be exactly what you're looking for but it could be useful to render overcast without an extreme amount of cloud vertices. Need to dig deeper to only affect the zenith of the skydome since that's handled elsewhere. After having a look, I realized something which I had not appreciated before, which is that as it is done now, it fixes a different problem: Currently, if we have overcast layers with good view underneath, the layer edge is always visible, i.e. there's blue sky at the horizon. The overcast property actually closes the horizon gap, i.e. in combination with a 3d layer drawn out to 55 km, the effect may be much better than what we have now. I have to write some code to set the amount of overcast as a function of altitude and play with it to see if it really gets the impression of a diffuse layer which can be crossed or if it is in the end needed to touch zenith and horizon separately - but my first impression is that what you have created is really working well for what I need. Thanks! * Thorsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
Durk Talsma wrote On 05 Jun 2011, at 20:13, Ryan M wrote: On Sun, 2011-06-05 at 16:40 +0200, Durk Talsma wrote: Hi All, After having discussed this issue with Martin privately, we have come to the conclusion that it is in the best interest of FlightGear to back out parts of this commit, and wait for an improved version. I had accepted the merge request, after I had concluded that Martin's original objections had been resolved, but that appears not to be the case. Very well. Should I still attempt my proposed amendments? Yes please. As indicated, I like the idea, and my impression is that the the general consensus is like that. That said, we are uncomfortable with some aspects of the current implementation. So, please consider the removal temporary until we had ironed out these issue. Couple of points - did we leave the menu item behind in Environment? And that doesn't seem to be a very good home for it - it's not weather or anything like Environment. Would AI be better? (when we restore it). Vivian -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
Hello, On Mon, 2011-06-06 at 14:01 +0100, Vivian Meazza wrote: Couple of points - did we leave the menu item behind in Environment? And that doesn't seem to be a very good home for it - it's not weather or anything like Environment. Would AI be better? (when we restore it). Or how about a jetways_demo.xml file in AI/ directory? Then it can be enabled if someone wants them. If people have weak GPU/CPU they can then easily disable the whole jetways-subsystem by just leaving out the _demo.xml file in their configuration. Or isn't that so easy? And are static placeholders (non-animated dummies) possible for people with weak GPU/CPU? And for my side, I have experienced no FPS drop (MSI nvidia GeForce 9500 GT 512 MB, Intel Quad-Core 2.5 GHz; multi-threading is enabled in configuration). Regards, Roland signature.asc Description: This is a digitally signed message part -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Idea: Priority for loader threads?
Hello, I came up with this idea while I was flying around (long distances, e.g. EDDF to LFML) and experienced some hicks (huge FPS loss but after a a half second restored back to normal). I think at this short moment FGFS is loading scenery, models and so on. Wouldn't it be possible to set lower priority for those loader processes? I think no user can be asked to buy an expensive SCSI hardware system (which would lower the CPU usage compared to IDE/SATA systems). I mean somthing like niceness for forked loader threads, like we have on Uni*/Linux boxes. So the main simulation thread would have more CPU cycles left than the loader (which can quietly load in background). Regards, Roland signature.asc Description: This is a digitally signed message part -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Idea: Priority for loader threads?
On 06.06.2011 18:36, Roland Häder wrote: Wouldn't it be possible to set lower priority for those loader processes? I think no user can be asked to buy an expensive SCSI hardware system (which would lower the CPU usage compared to IDE/SATA systems). I mean somthing like niceness for forked loader threads, like we have on Uni*/Linux boxes. So the main simulation thread would have more CPU cycles left than the loader (which can quietly load in background). You're (and everyone is) welcome to investigate the details of these hickups in more detail. That would be a huge improvement for FG to get rid/lessen these issues. However, I'm pretty sure it's not as simple as changing a thread priority. These hickups also happen on multi-core CPUs. I can see them on my local 6-core machine - and we saw them on our dual CPU/12-core monster at LinuxTag - where each thread basically had its own CPU core (so priority doesn't matter much). My guess is that there is an issue blocking our main loop when new models are loaded. Possibly the mainloop is blocked in some mutex while a new model is merged into the scene graph. But it'd be up to someone to investigate this in more detail (and hopefully also find a solution). cheers, Thorsten -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
On 06 Jun 2011, at 15:01, Vivian Meazza wrote: Couple of points - did we leave the menu item behind in Environment? Are you sure it's still there? I just checked in my local copy and cant find a menu item related to the animated jetway system. And that doesn't seem to be a very good home for it - it's not weather or anything like Environment. Would AI be better? (when we restore it). Yes, I agree. (on a side note: I just realize that Natural Environment is really what we're refering to in the Environment menu, whereas Artificial environment seems to cover what we have in the AI menus) Cheers, Durk -- Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways
Durk Talsma wrote On 06 Jun 2011, at 15:01, Vivian Meazza wrote: Couple of points - did we leave the menu item behind in Environment? Are you sure it's still there? I just checked in my local copy and cant find a menu item related to the animated jetway system. And that doesn't seem to be a very good home for it - it's not weather or anything like Environment. Would AI be better? (when we restore it). Yes, I agree. (on a side note: I just realize that Natural Environment is really what we're refering to in the Environment menu, whereas Artificial environment seems to cover what we have in the AI menus) I managed to pull only part of the update late last night - gone now after another pull. Thanks Vivian -- EditLive Enterprise is the world's most technically advanced content authoring tool. Experience the power of Track Changes, Inline Image Editing and ensure content is compliant with Accessibility Checking. http://p.sf.net/sfu/ephox-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel