Hi,
On Thursday, March 07, 2013 18:26:46 Clement de l'Hamaide wrote:
Mathias, some weeks ago I told you about a compilation problem for FG on
Linux when RTI is enabled. You asked me to remind you of this problem
later, this day is came :)
Thanks, I have moved the rti libs below the simgear
Hi,
On Thursday, February 21, 2013 16:43:51 James Turner wrote:
This is moving in the right direction for sure. I'd like to go a little
further, and make the LOD setting a simple checkbox labelled 'reduce detail
adaptively'. Then make the LOD ranges (for trees, clouds, AI models,
whatever)
Hi,
On Thursday, January 31, 2013 17:13:46 James Turner wrote:
I've just pushed some model-loader tweaks, to support the same 'no preview'
tags which FGRun supports, for viewing models. Currently only 'fgfs
--fgviewer' mode sets the requisite flag, 'fgviewer' probably should but I
need to
Hi,
On Monday, January 21, 2013 12:01:54 Yingcai Bi wrote:
I am a starter here.I'm doing a university project. I need to control two
aircrafts for close formation with two Simulink at the same time.
I do as vbnhu's post in
On Monday, January 28, 2013 09:27:53 Renk Thorsten wrote:
Ah, now I understand what Mathias is after:
That would be ok if this would be optional in the sense that it does not
impact what is there performance wise. But since this is all runtime
configured
by an uebershader with a lot of
Hi Stuart,
On Wednesday, January 23, 2013 21:52:49 Stuart Buchanan wrote:
The current proposal that Thorsten and myself have been thinking about
is that all of this is optional on the quality slider on the rendering
dialog. So
we absolutely will be supporting both, and users can balance
On Sunday, January 20, 2013 19:17:18 Renk Thorsten wrote:
Well, if you ask in that way, then the question is:
Do we need 10 different flavours of rock?
If we want to look a scene roughly as it would in the location, the answer
is yes - volcanic rock on Hawaii looks very different from
Hi,
On Thursday, January 17, 2013 20:23:23 Torsten Dreyer wrote:
Done.
Version 2.10.0 now lives on the release/2.10.0 branches on SimGear,
FlightGear and FGDATA to be released around the 17th of February.
SimGear and FlightGear next branches as well as FGDATA master branch are
now on
On Thursday, January 17, 2013 16:31:57 Renk Thorsten wrote:
For example here on an nvidia 8800GT with 313.09 linux driver I have:
MAX_VERTEX_UNIFORM_COMPONENTS 4096
MAX_FRAGMENT_UNIFORM_COMPONENTS 2048
Nevertheless, that would make 50 seem a rather harmless number. Especially
when I'm
Hi,
On Saturday, January 12, 2013 12:03:07 Wolfram Wagner wrote:
We have the idea to use flightgear to display the external view onto the
airport for OpenRadar. (OpenRadar Version 2)
This is something that would add a necessary grade of realism and would
make ATCing more attractive.
As
Hi Stuart,
On Friday, January 18, 2013 00:04:35 Stuart Buchanan wrote:
1) Are there any significant features/enhancements that have been
missed? (Matthias: what HLA enhancements have been made, and can you
provide a couple of suitable sentences describing them? I'm happy to
wordsmith any
Hi,
like already negotiated with the scenery guys, I have now pushed a change to
the bucket tiling at the poles. The current scenery does not handle these
cases well anyway, the tiles there look very much broken.
So, there is not much lost in the current state by this change.
The scenery guys
On Sunday, January 20, 2013 14:44:17 Renk Thorsten wrote:
Yes. Any uniform needs to be handled by the driver. And any of them
takes cpu
cycles to load. I think having lots of them is one factor that accounts
for
the long draw times I see here. Looking at profiles the function
Hi,
That's somethign that should be done in osg. There is an egl compile flag in
osg that enables use of egl. IMO this should at some point made a ron time
configuration instead of a compile time one.
Then what's left is providing egl bindings for opening a window. Which is
about 100 lines of
Hi,
On Thursday, December 20, 2012 22:22:19 Clement de l'Hamaide wrote:
1 )
I'm really interested by your work about OpenRTI / HLA. I've added the RTI
support in the download_and_compile.sh brisa script's in order to make it
more user-friendly to use and participate to the development. I
Hi,
On Wednesday, December 19, 2012 15:48:40 James Turner wrote:
// accels, set that to zero for now.
// Angular accelerations are missing from the interface anyway,
// linear accelerations are screwed up at least for JSBSim.
// motionInfo.linearAccel =
Hi Adrian,
The same idea is behind the osg lod based whole world model.
Where do you store the elevation data?
Greetings
Mathias
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Hi,
On Sunday, December 16, 2012 20:24:48 Adrian Musceac wrote:
It's actually nothing really special about it, I'm just modifying a little
the tile manager to define inner tiles and outer tiles. The elevation
data is inside the same old BTG files, which are actually lists of polygons
making
Hi,
On Sunday, December 16, 2012 22:02:15 Adrian Musceac wrote:
I am aware there are better systems out there, I'm just doing what I can
within the restrictions of the BTG format. I'd be more than happy to have a
real terrain LOD, but right now that means lots of changes in Terragear and
Hi,
On Sunday, December 16, 2012 22:32:48 Adrian Musceac wrote:
My main interest with terrain was a) having longer distances available, and
b) having separate traversal masks only for surface. All for use in my
infamous now radio code. This lead to what I have now, an improvement in
memory
Hi,
On Saturday, October 20, 2012 18:10:42 Thomas Geymayer wrote:
recently I've been asked by the FGRadar developers if we could modify
the canvas system such that it can be reused in other applications and
we can all work on a single and stable implementation, instead of a
separate
Hi,
On Tuesday, October 16, 2012 15:17:04 Tim Moore wrote:
I don't have access to a local copy of the tree at the mo', but I
remember that this was introduced by Mathias when he added BVH.
Yes. That is to align the bounding volumes boxes as well as the drawables
bounding boxes to the earths
Hi,
On Saturday, October 06, 2012 14:14:49 James Turner wrote:
I've sometimes wondered if we could have much greater variety of 'trees', to
place scrub (cactus in Central America, bramble in Scotland) in areas where
full trees don't make sense. I guess wi the regional materials that ought
to
Hi,
On Sunday, September 16, 2012 21:10:54 David Van Mosselbeen wrote:
On Sun, 16 Sep 2012 16:35:37 +0100, James Turner zakal...@mac.com wrote:
[...]
This was caused by some changes Mathias made a few weeks ago. I've
discussed the potential fixes with him and will be making some code
Hi,
On Thursday, August 30, 2012 07:27:45 Renk Thorsten wrote:
Computing constant values at runtime is bad design and we should not do
that. No matter if we notice a significant increase in load time now or
not. The ground elevation at a specific point is well known at scenery
generation
Hi,
Really nice to read about that. I got the chance to look at a similar install
of flightgear in Tübingen very close to where I live. And You may remember me -
I believe we have talked about the problems you have at the fsweekend.
So to say: I am glad to see this piece of software installed
Hi,
On Wednesday, August 29, 2012 09:08:44 James Turner wrote:
Nice work Mathias - much better decoupling of the AIModels from the scene.
Thank you.
Thanks, it was independent of what you started. It just originates from moving
the bvh stuff to simgear core which could be solved like that ...
Hi,
On Monday, August 27, 2012 10:57:57 Torsten Dreyer wrote:
If that feature helps scenery developers to _temporary_ place objects,
may I suggest that this code is enclosed in #ifdef's and only enabled
during compile time with a special CMAKE switch and never enabled for a
release?
That's
Hi,
On Sunday, August 26, 2012 11:20:38 Clement de l'Hamaide wrote:
I changed my technical solution in order to use the technical solution
proposed by Mathias. I hope this git diff is more adapted :
http://pastebin.com/30GD4ksE
This looks much better. And I think you agree that it is much
On Sunday, August 26, 2012 21:04:53 Clement de l'Hamaide wrote:
I have done some test. Here is the result :
Nb of objectWithout _AGLWith _AGL
0 20.4s
20.4s 500
Hi,
Hmm, I am not sure if we want this. It's really a few lines code thing to
implement above ground placing of objects.
The point is that this is a task that could be done once when the model is
integrated into a scene. So, why the hell should we do that *every* time the
scene is loaded?
Hi,
On Sunday, July 22, 2012 01:17:43 Tim Moore wrote:
That is a big problem, but we also have CPU bottlenecks upstream too.
I agree.
The scenegraph structure is not well suited. But therefore at the first cut I
hope to simply get less tiles and models present by a better lod structure.
Hi Tim,
The mentioned commit breaks scenegraph picking.
For reference take the c172 door handle that opens the dor but never closes it
anymore. Well, except you click at the position where the untransformed door
handle would be.
Also I have some issues with this.
I agree that we should move
Hi,
On Thursday, July 19, 2012 17:09:09 James Turner wrote:
I have some plans in that direction post 2.8, especially to flatten the LOD
quadtrees and transforms of the tiles. Each tile will get some top-level
LOD groups for all objects (shared and static). I'm hoping in combination
with the
Hi,
On Thursday, July 19, 2012 15:32:01 Tim Moore wrote:
The depth-pass-only pass is a well known optimization, but the fact it
is not helping implies that our bottleneck is not in fragment
processing. I've suspected for years that it lies on the CPU, and have
been trying to optimize our
Hi,
On Monday, July 16, 2012 07:20:32 Chris Forbes wrote:
If DDS is not politically acceptable, there should be an alternative
way of providing premipped textures.
Mipmap generation is a *significant* portion of the load time,
particularly on the nicer aircraft with large textures.
Even
Hi,
On Friday, July 13, 2012 21:20:33 Stuart Buchanan wrote:
I can see a number of options to resolve this (and I'm sure there are more):
The 4. Method that I can imagine is to precompute the mipmaps in the loader.
IIRC tests with some of the guys suffering from this problem, providing
Hi,
On Friday, July 13, 2012 21:20:33 Stuart Buchanan wrote:
I can see a number of options to resolve this (and I'm sure there are more):
Oh, I forgot in the previous mail:
There is a 5. Solution:
Provide premipmapped uncompressed dds files and compress them with something
like gzip. Osg can
Hi,
On Saturday, July 21, 2012 11:56:39 Harald Johnsen wrote:
gluScaleImage does the usual job of blurring the texture to compute the
mipmaps. The advantage of pre computed mipmaps (inside .dds or not) is
that we can use better algorithms
(http://en.wikipedia.org/wiki/Bicubic_interpolation
Hi,
On Monday, June 18, 2012 13:20:17 castle...@comcast.net wrote:
The HLA/RTI architecture is far more sophisticated than what might be
needed. The idea is not to split FlightGear into a distributed, federated
application across a multi-platform machine or network although that is an
Hi,
On Sunday, June 17, 2012 13:00:15 castle...@comcast.net wrote:
This email rekindled an idea from a while back. Last year while working on
the 747 sim with multiple projectors and a quad core CPU I experimented
with setting up three instances of fgfs - one for each cpu, graphics card,
and
Good morning,
On Friday, May 25, 2012 19:48:32 Stuart Buchanan wrote:
Thanks for taking a look.
I think that the SGBuildingBin destructor will be called when I call
the list clear()
method on the SGBuldingBinList (SGBuildingBin.cxx line 654). That in
turn calls clear()
I have no current
Hi,
On Wednesday, May 23, 2012 10:37:00 Stuart Buchanan wrote:
So
- Does anyone have any bright ideas on what I can do to reduce the
base memory occupancy? One option might be to not generate the
basement if the terrain is level.
- Could a fresh pair of eyes take a look at the obj.cxx,
Hi,
On Thursday, April 26, 2012 08:32:19 James Turner wrote:
On 25 Apr 2012, at 14:56, Stuart Buchanan wrote:
If you're going to be looking in the code anyway, the depth of the
quad tree is set in some constants at the top of the SGBuildingBin.cxx
file, and (IIRC) the LoD range is also
Hi,
On Tuesday, April 24, 2012 13:39:59 James Turner wrote:
Okay, then I realise this isn't useful for you, but I'm stumped why it
crashes for you. In particular, the hashForAirport function is being passed
something that looks like a valid pointer (I think), and it crashing on a
line that
Hi,
On Tuesday, April 24, 2012 22:51:34 James Turner wrote:
Okay, I guess I was assuming I can use SGreferenced the same way I use
release/retain in Cocoa, or addRef/decRef in COM/XPCOM. But it seems as if
this is not the case, from looking at your commit - I can't use
SGreferenced as a
Hi,
On Thursday, April 19, 2012 15:32:46 castle...@comcast.net wrote:
We need to fix the problem, just not sure best way to proceed.
Send me that change, I will see how to incorporate that.
This will take some time since my next two weeks are extremely full for me,
but somewhere past that ...
Hi,
On Wednesday, April 18, 2012 10:25:55 Stuart Buchanan wrote:
For those interested, the technical background is as follows:
- a Quadtree is used to ensure very fast culling of the buildings -
based on the work that Tim Moore did for the forests.
- a single 1024x1024 texture is used for
Hi,
On Wednesday, April 18, 2012 17:21:56 Stuart Buchanan wrote:
I think I've already got that covered. I'm using a single osg::PrimitiveSet,
and a single list of QUADS/vertices/normals/colors/textureCoords at the
leaf of each Quadtree.
Great!
Thanks!
Mathias
Hi,
On Saturday, April 14, 2012 09:49:18 James Turner wrote:
On 13 Apr 2012, at 23:28, Chris Forbes wrote:
Presumably you could just ask osg or the gl to discard the top mip
level(s) rather than altering the source art to work around apple's
driver bugs?
Yeah, unfortunately I think
Hi,
On Saturday, April 14, 2012 11:05:10 James Turner wrote:
On 14 Apr 2012, at 10:10, Mathias Fröhlich wrote:
But every image goes through our hands. We can just rescale this under
certain conditions. At least the uncompressed textures are unproblematic.
I would introduce some property
Hi,
On Saturday, April 14, 2012 13:51:33 ThorstenB wrote:
On 14.04.2012 13:08, Stuart Buchanan wrote:
I like the idea of resizing textures at model loading time a lot.
The other option would be to switch the shader off. Presumably that
would not load the normal map into the GPU.
Hi,
On Saturday, April 14, 2012 17:16:52 ThorstenB wrote:
On 14.04.2012 15:18, Mathias Fröhlich wrote:
Shader textures are loaded unconditionally, at least into main memory.
Hopefully GPU loading is optional - but I'm not sure.
Textures are loaded in main memory when the model
Hi,
I try to catch up on things past an other busy week.
On Thursday, March 29, 2012 00:22:46 ThorstenB wrote:
Mathias, maybe you can have a look at the simgear changes. Maybe you see
a way to improve this even further - i.e. do we still need all these
cache maps? Or could we simply rely on
Hi,
I had a busy week, so sorry for the delay.
On Saturday, March 17, 2012 10:07:07 Anders Gidenstam wrote:
I have not had time to consider the proposal carefully, but I agree that
the ocean tiles are problematic in the old (old) scheme if you have
object directories with overlapping objects
Hi,
On Wednesday, March 21, 2012 13:29:52 Renk Thorsten wrote:
Mathias, maybe it's just me - but I have a serious problem understanding
what you write. I have greatest respect for what you do, and I've seen some
amazing things like the factor 50 speed increase of the geodinfo() call,
but
Hi,
On Saturday, March 24, 2012 09:29:41 James Turner wrote:
Tangental, but, yes please!
This and a few other similar options, like generating a low-detail terrain
node 'automatically' for distant tiles, were some ideas I considered last
year to allow further draw distances.
Yes, the spt
Hi Jon,
On Tuesday, March 20, 2012 17:27:52 Jon Stockill wrote:
Except a bunch of scenery developers pointing out it completely breaks
their method of working.
Merging the work into an existing tree isn't really an option - the
ability to completely erase a tree and rebuild by script
Hi,
On Tuesday, March 20, 2012 08:15:54 Renk Thorsten wrote:
Once you understand how the scattering integrals work it's natural to
compute them also from the outside of the atmosphere.
Okay, now I am *really* confused. Are we trying to solve the same problem?
I think so.
Light
Good Evening,
Ok, no feedback to my comments here except Martin who tells me that the
current checked in version behaves as expected.
I personally can understand that people want to have a local seperated
directory for their own personal additions. Let it be additions to the scenery
that are
Hi,
On Sunday, March 11, 2012 21:07:37 Martin Spott wrote:
Mathias Fröhlich wrote:
The problem is that these sea tiles (Objects/e000n60/e001n61/2975201.stg
for example) with models never contain a base tile line where we could
know when to stop seraching the FG_SCENERY directory sequence
Hi,
On Friday, March 09, 2012 21:37:32 Anders Gidenstam wrote:
This change breaks my setup. I consider it a feature that FG used
to load objects from all scenery directories visited up until the first
one that contains terrain for the tile. It made it possible to have
scenery object
Hi,
On Thursday, March 08, 2012 23:13:56 Clement de l'Hamaide wrote:
Without this little tweaks the tile can't be loaded. In conclusion, with
your change we need to associate Object AND Terrain folder. It's just a
feedback of my experience, don't take it as a critics ;)
That's fine.
Have
Hi Jon,
On Friday, March 09, 2012 10:43:55 Jon Stockill wrote:
Can you explain exactly how the loading now works, and if it's still
possible to use extra local objects trees in the way I describe?
Thanks for the response.
Well, I guess this hits the same problem that I try to solve now with
Hi,
On Wednesday, March 07, 2012 11:54:39 Gijs de Rooy wrote:
Same here on Nvidia Geforce GT 540M, see screenshot at:
https://lh3.googleusercontent.com/-YGfvue1R00s/T1c-OMTX83I/CdQ/nnik0
ZI1_Wk/s1024/fgfs-screen-055.png
No screenshot here, but I also agree that the current lights are
Hi,
On Wednesday, March 07, 2012 14:58:26 Lauri Peltonen wrote:
3. define an XML format for describing the two possible rendering
pipelines (the current and new). The format will introduce optional
elements (such as shadows, ambient occlusion, glow).
I want to point out my work on my
Hi,
Also for the breginning of the development cycle, I started working on
improoving fgviewer and cleanup scenery/model loading.
I have now checked in a change that should fix some long standing problems with
modelss that appear to have z-fighting. This change should not harm and works
so
Hi Fred,
On Friday, March 02, 2012 19:03:13 Frederic Bouvier wrote:
thoughts ?
Since we are now at the beginning of a release cycle, I would think now is the
right time.
For the question to preserve both renderers, compatibility of models I think
that we need to preserve both if we cannot
Martin,
It's sad to hear that this central scenery database should have failed.
I never cared myself much about how our scenery is built.
This is just because all my interrests and work are in completely different
corners of this project. So concentrating on other corners than scenery can
Hi Vivian,
Sorry for the long delay, also in face of the pending release.
Thanks for the suggestions.
On Sunday, January 15, 2012 19:08:17 Vivian Meazza wrote:
On the other hand, if you are trying to tell aircraft modelers not to use
these forms (.dds .ivs) of compression, then:
Image
Hi,
On Saturday, January 14, 2012 20:17:22 Gijs de Rooy wrote:
is there an easy way to disable this message?
since i'm using dds texture, it's flooding the console...
+1
Every single texture of --material=materials-dds.xml seems gives an error...
How about moving these messages to
Hi,
On Sunday, January 15, 2012 10:56:14 Vivian Meazza wrote:
Just what is the user meant understand or to do about it?
What do you want to read?
Mathias
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Hi Fred,
On Sunday, January 01, 2012 16:14:17 Frederic Bouvier wrote:
Exactly. I want to give access to every stage of the rendering to the
effect system. The geometry pass outputs to render target, but the fog,
the lights, the bloom need to have access to the textures of the buffer,
and
Hi Fred,
On Sunday, January 15, 2012 13:08:03 Frederic Bouvier wrote:
Well, for the moment my solution works pretty well. I posted some videos
on the forum to show progress on lights
(http://www.flightgear.org/forums/viewtopic.php?f=47t=14883)
Nice!
I was able to attach the same depth
Vivian,
On Sunday, January 15, 2012 12:08:14 Vivian Meazza wrote:
I would suggest
Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS
textures which may be unsupported by your video driver and not display
properly.
Ok,
Can you help me further:
It's not limited to
Hi Emilian,
On Sunday, January 15, 2012 14:33:40 Emilian Huminiuc wrote:
There are a couple of isue with that though. Biggest one is it will increase
disk/RAM usage by at least 4 times, if not 8 depending on
texture/compression method used. That basicaly negates all the advantages
of the dds
Hi,
On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote:
I think then, computing mipmaps for any texture file on the CPU in the
loader thread should globally improove the situation.
Also avoiding the compression already in the files should help every use
case. Except that the on disk
Happy new year!
Vivian,
On Friday, December 30, 2011 10:48:40 Vivian Meazza wrote:
The hangs are caused by mipmap generation on the fly by OSG?
The hangs are caused by mipmap generation by the driver which happens on forst
use of a texture.
The old texture files are static and I would
Hi,
On Friday, December 30, 2011 11:11:39 Frederic Bouvier wrote:
* If it's just the mipmaps. May be we can precompute the mipmaps using
the cpu in the database loader thread. This would help all textures not
only the ones that could be converted. May be this is the most generic
Hi Erik,
On Friday, December 30, 2011 11:39:37 Erik Hofman wrote:
On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote:
* If it's just the mipmaps. May be we can precompute the mipmaps using
the cpu in the database loader thread. This would help all textures not
only the ones
Hi,
On Friday, December 30, 2011 11:45:21 Frederic Bouvier wrote:
The problem I have to solve currently is how to feed the G-Buffer
to the Effect system because the textures used to store it are
camera-dependent (in a multi screen context) but the pass (which
is a stateset) is built once for
Hi,
On Friday, December 30, 2011 00:09:20 Csaba Halász wrote:
I wonder if there is an open standard counterpart that can do the same
as the dds compression? Or is the whole idea patented? (Eww, too broad
software patents are the work of the devil).
No, Sadly.
It is all about an OpenGL
Vivian,
There is no intention to migrate as a whole to .dds: it is offered as an
appearance and performance upgrade for those who wish to use it. It is up to
aircraft developers to decide which format they will use. Indeed - they
could provide models with either format so that the user could
Hi Erik,
On Thursday, December 29, 2011 13:33:09 Erik Hofman wrote:
Setting compression to 'none' does speed up texture switching
considerably. Unfortunately there's little difference in switching from
internal to external view for the first time.
Thanks.
I do also see an initial frame drop
Vivian,
On Thursday, December 29, 2011 17:36:24 Vivian Meazza wrote:
I don't fully understand the point - we're not using .dds, and fancy shaders
as the default option - what else isn't working with open source drivers?
Well, the default f16 does not work anymore for example.
I have also
Hi,
On Wednesday, December 28, 2011 15:29:50 James Turner wrote:
So, this is where my knowledge runs out - can someone suggest the next
debugging step, to identify the problem in the water effect?
Can you post the output from glxinfo -l.
Where the -l prints 'some interresting limits' ...
Or
Hi,
On Tuesday, December 27, 2011 10:49:07 Erik Hofman wrote:
Actually for the F-16 I did not switch because of compression but
because livery switching is almost instant while the previous textures
is took about 10 seconds to switch from internal view to external for
the first time.
That's
Hi,
On Wednesday, December 28, 2011 16:22:20 James Turner wrote:
On 28 Dec 2011, at 16:15, Csaba Halász wrote:
Since we are talking about shaders, aren't the limits
GL_VERTEX_SHADER_ARB:
GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = 16
Hi,
On Tuesday, December 27, 2011 00:27:41 Stuart Buchanan wrote:
Vivian - are you anticipating the materials-dds.xml file replacing
materials.xml at some point? Any plans for further DDS texture work?
Hmm, regarding dds.
I have to say, that not all OpenGL drivers support texture compression,
Hi,
On Wednesday, December 21, 2011 21:25:11 Csaba Halász wrote:
Seems to be gone now :)
Ok. So, still I could not easily reproduce...
Any comments for my other question, about background model loading?
Well, models *are* loaded in the background. More than it was in the good old
times where
Hi,
On Friday, December 23, 2011 17:05:03 James Turner wrote:
==
glValidateProgram FAILED id=12 contextID=0
infolog:
Validation Failed: Sampler error:
Samplers of different types use the same texture image unit.
- or -
A sampler's texture unit is out of range (greater
Fred,
On Sunday, December 18, 2011 10:18:39 Frederic Bouvier wrote:
Your patronage will be welcome.
Ok.
My problem is that I have too many open projects currently. So, promising to
help here is something I cannot do today. But Sure, if you have questions feel
free to ask. But I currently
Hi,
On Saturday, December 24, 2011 11:12:10 James Turner wrote:
According to this, there should be no extension required:
http://lists.apple.com/archives/mac-opengl/2007/Oct/msg00108.html
And 'glxinfo' reports:
OpenGL vendor string: ATI Technologies Inc.
OpenGL
Hi,
On Wednesday, December 21, 2011 00:42:04 Csaba Halász wrote:
Really nobody else seeing this? Any ideas what I could look at to
investigate further?
Yes, I saw this a few weeks ago on a long flight.
But I did not see a chance to reproduce what I saw. So I did not look
closer...
Mathias
Hi Stuart,
On Saturday, December 17, 2011 20:14:22 you wrote:
I've committed the code changes to my repository clones for the impostors,
some configuration for LoD nodes, and having a geometry per cloud, with
a bubble sort for ordering.
It would be fantastic if people could take the time
Hi Fred,
On Sunday, December 18, 2011 09:37:04 Frederic Bouvier wrote:
Shaders in C++ code (CameraGroup.*xx, renderer.cxx, and in the effect code
in SG - maybe I will revert that). But the ultimate goal is to make them
configurable. All effects would have to be rewritten because the renderer
Hi,
On Sunday, December 18, 2011 12:06:22 Stuart Buchanan wrote:
One question for the release managers: Do performance improvements such as
these count as bug fixes or features? Should we try to get this into
the 2.6.0 release,
or wait until 2.8.0?
Given that you have already prepared this
Hi,
On Saturday, December 17, 2011 18:43:17 ThorstenB wrote:
No idea though why this affects fonts...
Hmm, no that should not affect font loading.
But yes I can see the splash screen having the wrong font too.
Looking into this...
Mathias
Hi,
Fixed.
Mathias
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Stuart,
On Wednesday, December 14, 2011 15:49:22 Stuart Buchanan wrote:
2011/12/14 Mathias Fröhlich wrote:
But, the question is how many cloud drawables do we have? The render Bin
sorting bottleneck - if we run into this - is O(log(n)*n) with the n=
number depth sorted drawables. Which
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