On Wed, Aug 21, 2013 at 4:45 PM, Stuart Buchanan wrote:
> On Tue, Aug 20, 2013 at 8:34 AM, James Turner wrote:
>> Given that Innis has given the all-clear, what is the next step? I'm happy
>> to simply checkout a particular branch from the repo above and commit the
>> files to fgdata, but there ar
Hello,
A few people have reported crashes when using the built-in SVN client code,
especially on Linux (and potentially Windows too, which would be a problem, as
we shall see). Thomas identified something strange relating to whether we were
using built-in or the system Expat XML parser, and I f
On 20 Sep 2013, at 11:04, Stuart Buchanan wrote:
> The original random buildings implementation (2.8.0) use basic OSG
> primitives, and so had collision detection and Rembrandt shadows "for
> free". In 2.10.0 this was changed to a shader-based instance
> approach based on the tree scheme to re
On Fri, Sep 20, 2013 at 11:15 AM, Adrian Musceac wrote:
> I think one of the problems is that most of our objects have no concept of
> different LOD's. If we had objects with say 3 LOD, it would ease memory and
> graphics load. It should be possible to take an object and generate multiple
> LOD's f
On Friday, September 20, 2013 13:04:32 Stuart Buchanan wrote:
>
> If I implement a PagedLOD approach, it might reduce the memory
> footprint sufficiently that we could switch back to the OSG
> primitives.
>
I think one of the problems is that most of our objects have no concept of
different LOD
On Thu, Sep 19, 2013 at 3:07 PM, Renk Thorsten wrote:
> Which would in fact not make them random buildings at all :-)
It'll make them less random, certainly :)
However, while the placement and size class (small, medium, large)
will now be determined by the texture, there will be still be
randomne
Different argument types (sgWriteLong(gzFile_s*, int) and
sgWriteLong(void*, int)) are different symbols in C++.
On my system both 2.10 shared and 2.12 static (I haven't tried next or
master, but the git history says io/lowlevel.cxx hasn't changed for 2
years) give the correct types. Did you c
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