Re: [Flightgear-devel] Iceland textures

2012-12-17 Thread Frederic Bouvier
Hi, > //use additional convergence speed-up > #ifdef USE_QDM_ASCEND_INTERVAL > if(frac(level*0.5) > EPSILON) > level++; > #elseif USE_QDM_ASCEND_CONST > level++; > #endif Try : #if

Re: [Flightgear-devel] Iceland textures

2012-12-17 Thread Renk Thorsten
> Apparently that's ok now, another issue cropped up in the > urban-lightfield > shader, something wrong with an #if: > > FRAGMENT glCompileShader > "/home/chris/FlightGear/Shaders/urban-lightfield.frag" > FAILED > FRAGMENT Shader "/home/chris/FlightGear/Shaders/urban-lightfield.frag" > infol

Re: [Flightgear-devel] Scenery manager

2012-12-17 Thread Adrian Musceac
On Sunday, December 16, 2012 23:11:44 Mathias Fröhlich wrote: > Hi, > Hi all, I have added my new code for far-tiles in a merge request for flightgear and simgear. You can now test the code, and also check whether texture resizing is necessary for materials which are not inside the near tiles

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. fd39808ed8e0926f4389e2d8ad700a48354646a1

2012-12-17 Thread Thomas Geymayer
Am 2012-12-17 10:09, schrieb James Turner: > Thomas, I think you may have forgotten to git add nasal_traits.hxx? May be possible :) Should be complete now... Tom -- Thomas Geymayer www.tomprogs.at / C-Forum und Tutorial: www.proggen.org -

Re: [Flightgear-devel] [Flightgear-commitlogs] SimGear branch, next, updated. fd39808ed8e0926f4389e2d8ad700a48354646a1

2012-12-17 Thread James Turner
On 17 Dec 2012, at 00:04, Flightgear-commitlogs wrote: >Nasal cppbindings: automatic conversion of vec2 to/from Nasal Thomas, I think you may have forgotten to git add nasal_traits.hxx? James -- LogMeIn Rescue: An

Re: [Flightgear-devel] Performance

2012-12-17 Thread Renk Thorsten
Well, we did have greater 0.01 everywhere in the cloud effect files. So it's not clear to me how transparent fragments should even make it to the shader (?). Maybe I'm still confused about something... * Thorsten -

Re: [Flightgear-devel] Scenery manager

2012-12-17 Thread Renk Thorsten
> There are many issues and tradeoffs with mesh simplification. There are > many algorithms and approaches, each with their own unique strengths and > weaknesses. Challenges include finding a strategy to hide the cracks > between adjacent tiles draw with different levels of details (and > possi