On Sat, 2011-11-19 at 18:47 +1100, George Patterson wrote:
Considering the last release was August, what's to be gained by
another release in the next couple of months?
What would be on the Release feature List of improvements?
Well I've seen some pretty impressive shader and landclass
On 19.11.2011 02:29, Pedro Morgan wrote:
Maybe the next xmas.. a couple of weeks before Xmas then.. and ready for
new year, new versiion..
I like the current timing (main testing phase in the end of
December/January and the release in February) a lot. I guess many of us
are busy with RL in
De ThorstenB :
On 19.11.2011 02:29, Pedro Morgan wrote:
Maybe the next xmas.. a couple of weeks before Xmas then.. and
ready for
new year, new versiion..
I like the current timing (main testing phase in the end of
December/January and the release in February) a lot. I guess many of
Frederic Bouvier wrote:
De ThorstenB :
I like the current timing (main testing phase in the end of
December/January and the release in February) a lot. I guess many of
us are busy with RL in the weeks before Xmas - with deadlines to be met,
both, RL-work and private ones :). Things slow down
Erik Hofman wrote:
Well I've seen some pretty impressive shader and landclass geometry
improvements [...]
Landclass geometry ? You mean texture coordinate size ?
Cheers,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
On Sat, 2011-11-19 at 10:55 +, Martin Spott wrote:
Erik Hofman wrote:
Well I've seen some pretty impressive shader and landclass geometry
improvements [...]
Landclass geometry ? You mean texture coordinate size ?
Actually I meant the addition of curved taxiways and the ability to
Erik Hofman wrote:
Actually I meant the addition of curved taxiways [...]
Well, that's TerraGear and thus mostly unrelated to the release cycle
of SimGear/FlightGear, especially as long as the respective developers
consider their work as being too experimental even to put it into a
_branch_ of
On Thu, 2011-11-17 at 18:05 -0800, J. Holden wrote:
I haven't been able to test this, but if anyone wants to test newly generated
quality scenery, Durango and Telluride are available here:
http://www.stattosoftware.com/flightgear/Durango.zip
Three square degrees of scenery from 37-38N to
On Sat, 2011-11-19 at 11:13 +, Martin Spott wrote:
Erik Hofman wrote:
Actually I meant the addition of curved taxiways [...]
Well, that's TerraGear and thus mostly unrelated to the release cycle
of SimGear/FlightGear, especially as long as the respective developers
consider their
I have added a new subsystem and dialog to monitor FG performance. It's
replacing/improving the original code which was only capable of writing
statistics data to the console (I guess few people ever used or were
even aware of the old option).
The new GUI dialog is available in the menu: Debug
Hi, this message affects only for those who are having FlightGear
MapServer URL's bookmarked or stored otherwise.
Because the list of overlay has been growing a lot, I'll re-organize
some of them, for example by collapsing most of the OpenStreetMap line
features into a single one and doing the
I am a casual user of Flightgear that flies usually in the same airports,
namely KDCA and KIAD.
The first airport is just a mile from the White House, and is in the
surroundings of this airport that I found the major discrepancies between what
I know I should be seening (and where) and what I
ThorstenB wrote:
I have added a new subsystem and dialog to monitor FG performance.
Oh my, what a mess, yet another attempt of improving things in a
structured way :-)
The new GUI dialog is available in the menu: Debug = Monitor system
performance.
Example:
Hi,
Attached are two small patch files needed to
allow using OSG, and FREEGLUT static libraries.
Yes, I know some of you wonder why ;=)), but then
you do NOT work in windows, and do not quite understand
the appealing idea of being able to copy ONE files,
fgfs.exe, from one windows machine
Hi Thorsten
Thank you very much. Is it also possible to interpret OpenGL/GPU load
somehow this way ?
Cheers, Yves
Am 19.11.11 17:22, schrieb ThorstenB:
I have added a new subsystem and dialog to monitor FG performance. It's
replacing/improving the original code which was only capable of
On 19 Nov 2011, at 19:54, HB-GRAL wrote:
Thank you very much. Is it also possible to interpret OpenGL/GPU load
somehow this way ?
OSG already has this - exposed via the Debug menu in FG.
(Well, not in much detail about the GPU - normally that kind of information
comes from separate tools -
ThorstenB
I have added a new subsystem and dialog to monitor FG performance. It's
replacing/improving the original code which was only capable of writing
statistics data to the console (I guess few people ever used or were
even aware of the old option).
The new GUI dialog is available in
Am 19.11.11 21:43, schrieb James Turner:
On 19 Nov 2011, at 19:54, HB-GRAL wrote:
Thank you very much. Is it also possible to interpret OpenGL/GPU load
somehow this way ?
OSG already has this - exposed via the Debug menu in FG.
(Well, not in much detail about the GPU - normally that kind
Am 19.11.2011 22:01, schrieb Vivian Meazza:
Builds, and runs OK, but just says wait ... Do I need to do something else?
No. I changed a name before I pushed to fgdata, but forgot to push the
matching change to fg/next. Should be fixed now. Thanks.
cheers,
Thorsten
On 19.11.2011 19:46, Martin Spott wrote:
One (more) thing comes into my mind: Didn't the simple act of opening a
dialogue or just the menu already cause a performance hit !?;-)
Everything has a performance impact :).
But indeed, opening a GUI dialog triggers a noticeable delay. It's not
too
Am 16.11.11 10:58, schrieb Martin Spott:
I was annoyed by the fact that the simple act of just enabling
Material shaders in the Rendering options has a noticeable effect
on the rendering performance without_any_ of the other features in the
entire dialogue box enabled.
We count 33 vertex
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