Hi Thorsten,
I presume the balance between ambient and diffuse should vary with the weather.
A clear sky gives harsh shadows and overcast sky with several layers of clouds
gives barely any shadows (dull day in photographer speak). Your results (which
are really pretty) are likely to be
Hi Thorsten,
De: Renk Thorsten
If I may bother everyone again - here's my current list of open
questions. Any help or pointers would be appreciated:
* Where do the runway and taxiway lights enter the rendering scheme?
They need to be fogged consistently with the rest of the scene,
Hi,
- Mail original -
De: Gary Neely grne...@gmail.com
On Wed, Mar 13, 2013 at 9:31 AM, James Turner zakal...@mac.com
wrote:
Hi,
As previously suggested, I am going to attempt a 2.10.1 release, to
see if this improves our perceived quality. There's some bug fixes
I am
With regard to the Windows release, after installing Setup
Flightgear
2.10.0.3.exe on Windows XP, when launching fgrun I immediately get
the following error/warning:
There is no disk in the drive. Please insert a disk into drive
D:.
It does it upon launch of fgrun, and it will
Hi,
I am pretty sure msvc already has
#define strdup _strdup
In one of its standard header. At least something to check
Regards
-Fred
Thomas Geymayer tom...@gmail.com a écrit :
Am 2013-03-03 05:20, schrieb Zhitao Li:
I believe your commit has fixed the specific problem, however, there is
De: Alan Teeder ajtee...@v-twin.org.uk
Just a heads up with MSVC10
The commit “fix mingw” has broken native windows.
3 sample_group.cxx
3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error
C2039: '_isnan' : is not a member of 'std'
De: James Turner zakal...@mac.com
On 18 Feb 2013, at 09:42, Frederic Bouvier fredfgf...@free.fr
wrote:
The commit “fix mingw” has broken native windows.
3 sample_group.cxx
3C:\FlightGear\simgear\simgear\sound\sample_group.cxx(37): error
C2039: '_isnan' : is not a member of 'std
De: Heiko Schulz aeitsch...@yahoo.de
Vivian,
I reset FG/SG to 23rd Jan - that compiled and ran successfully.
Vivian
according to James and fred on the bug tracker, the bug has been
fixed already. I just wait for Jenkins running again to test.
In the meantime, you can define the
Hi,
Currently there might be no significant change, as only generators
available are for tangent vectors AFAIK, but this might come in handy
later if more generators are added.
It would be nice if generators could be attached to techniques instead
of running unconditionally, even if the
De: James Turner zakal...@mac.com
On 30 Jan 2013, at 10:44, Frederic Bouvier fredfgf...@free.fr
wrote:
Currently there might be no significant change, as only generators
available are for tangent vectors AFAIK, but this might come in
handy
later if more generators are added
De: Alan Teeder
Just a heads-up. (MSVC10)
Alan
3 mathlib.c
3C:\FlightGear\simgear\simgear\nasal\mathlib.c(130): error C2143:
syntax error : missing ';' before 'type'
3C:\FlightGear\simgear\simgear\nasal\mathlib.c(131): error C2065:
'range' : undeclared identifier
think that we all know that, but unfortunately it is something that
we have to live with - FG is multiplatform.
Sorry - but please don´t blame the messenger. ;-(
Alan
-Original Message-
From: Frederic Bouvier
Sent: Wednesday, January 23, 2013 10:45 AM
To: FlightGear developers
Hi James,
De: James Turner zakal...@mac.com
On 23 Jan 2013, at 11:45, Frederic Bouvier fredfgf...@free.fr
wrote:
Reminder to all : MSVC is not C99 Compliant. It doesn't like C++
style
variable declaration inside the body of a bloc
I've pushed a fixed now, I would have fixed
FYI :
https://www.cia.gov/library/center-for-the-study-of-intelligence/utility-flight-hb-1-Mar-1959.pdf
-Fred
http://wiki.flightgear.org/Project_Rembrandt
--
Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012,
Hi Gene,
De: geneb ge...@deltasoft.com
On Mon, 21 Jan 2013, ys wrote:
Hi Gene Could have different reason, is also reported as bug with
some jenkins versions ... https settings for anonymous user, windwos
server, proxied and wrong proxy configuration ... In case you're running
a
Found this : https://issues.jenkins-ci.org/browse/JENKINS-14063
Maybe you already know.
Regards,
-Fred
--
Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS,
MVC, Windows 8 Apps, JavaScript and much
De: Frederic Bouvier fredfgf...@free.fr
Found this : https://issues.jenkins-ci.org/browse/JENKINS-14063
Maybe you already know.
As hinted in the bug reports, the update of the green balls plug-in seems to
fix the problem
Regards,
-Fred
De: James Turner
On 8 Jan 2013, at 06:01, Jack Johnson wrote:
Flightgear does not support Wayland yet.
Pretty sure this is entirely an OSG issue - maybe you should
investigate the status there. We just take osgViewer and use it (on
all platforms), so whatever osgViewer does regarding
A random idea :
I can de-emphasize them by having one or two overlay textures
continuous across a boundary, so they don't stick out dramatically
at first sight as they would do without texture mixing, but I do not
know how to make them really go away except in very specific cases
(using
De: Renk Thorsten thorsten.i.r...@jyu.fi
Geometry shader can also process adjacency information if provided
by the
CPU through special primitives (GL_TRIANGLES_ADJACENCY and
GL_TRIANGLE_STRIP_ADJACENCY)
Oh, right - a geometry shader can probably receive a triangle as
input, compute
By the way, do you know this book ?
http://books.google.fr/books/about/Texturing_and_Modeling.html?id=bDlSJd8GfMcCredir_esc=y
Regards,
-Fred
--
Master SQL Server Development, Administration, T-SQL, SSAS, SSIS, SSRS
and
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 :
#ifdef
Simgear doesn't compile on Windows :
17D:\FGFSHudsonCMake\SimGear\SimGear\simgear\nasal\cppbind\cppbind_test.cxx(76):
error C2440: 'specialization' : cannot convert from 'naRef (__thiscall Base::*
)(naContext,int,naRef *)' to 'naRef (__cdecl *const )(T ,naContext,int,naRef
*)'
17 with
multiple separate directories, you can separate the paths with :
(works also on Windows).
fgfs --fg-root=FGDATA_PATH --fg-scenery=CUSTOM_PATH1:CUSTOM_PATH2:...
On windows, the path separator if ;
-Fred
--
Everyone
Hi Thorsten,
De: Renk Thorsten thorsten.i.r...@jyu.fi
À: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Envoyé: Samedi 10 Novembre 2012 13:34:30
Objet: Re: [Flightgear-devel] Moonlight reloaded
If you need any information about the moon's position and/or phase,
Hi Curt,
But now with Rembrandt maybe we can begin to cast the earth's shadow onto the
moon? What do you think Fred? :-)
It should be just a matter of rendering two spheres inside an FBO and using the
resulting shadow map when rendering the moon sphere to show moon eclipses, or
altering
some time tonight, we might give
it a try. If not, then I'll just run flightgear in regular mode. There's always
next year.
Cheers,
Durk
On 01 Nov 2012, at 17:07, Frederic Bouvier wrote:
Hi Durk,
The configurable pipeline has nothing to do with multiscreen. It is used to
configure the way any
Hi Durk,
The configurable pipeline has nothing to do with multiscreen. It is used to
configure the way any viewport is rendered. The windows are setup using the
camera group, the same than with the classic way.
I don't know for Linux, but for Windows, the memory of each card doesn't add
up.
Hi,
-
commit f191b4f35c26d38cf856a9ea0e69706d2167396b
Author: Thomas Geymayer
Date: Fri Oct 19 11:48:39 2012 +0200
Move FGODGauge from FlightGear to SimGear.
...
+// Written by Harald JOHNSEN, started May 2005.
...
Speaking of which - it'd be nice to have local north as well defined
direction as well - that would allow for things like the snowline
being higher on south slopes ...
In the Northern hemisphere ;-)
Regards,
-Fred
--
De: James Turner
On 16 Oct 2012, at 13:38, Tim Moore wrote:
The tile data on disk is actually stored in a
coordinate system that is aligned with the earth-centric system, so
Z
points to the north pole. We rotate the coordinates back to a local
coordinate system because that
t1.update( SGGeod::fromRad(lon, lat), 0, 0 );
There is also SGGeod::fromDeg to avoid the multiply by SGD_DEGREES_TO_RADIANS
Regards,
-Fred
- Mail original -
De: Alasdair Campbell ali...@btinternet.com
À: FlightGear devel flightgear-devel@lists.sourceforge.net
Envoyé: Dimanche 14
De: Alasdair Campbell ali...@btinternet.com
On Sun, 14 Oct 2012 20:47:01 +0200 (CEST)
Frederic Bouvier fredfgf...@free.fr wrote:
t1.update( SGGeod::fromRad(lon, lat), 0, 0 );
There is also SGGeod::fromDeg to avoid the multiply by
SGD_DEGREES_TO_RADIANS
Regards,
-Fred
De: James Turner zakal...@mac.com
On 4 Oct 2012, at 10:02, Renk Thorsten wrote:
The cockpit is the biggest potential gain, but due to the near
camera - far camera thingy, I don't see how this can be done on
the level of editing effect files - maybe a suitable edit of the
camera group
De: Frederic Bouvier
I have in my Rembrandt TODO list ...
BTW, this is not meant to refrain anybody to follow
this route or another ;-)
Regards,
-Fred
--
Don't let slow site performance ruin your business. Deploy
Hi Heiko,
De: Heiko Schulz
any other comments on my problem?
After a while it loaded now the nav datas, but whenever I start FGFS
again, it takes the same time again.
Not sure if this behavior is intended...
I know some people erase the content of the folder having autosave.xml.
This
Hi Thorsten,
De: Renk Thorsten thorsten.i.r...@jyu.fi
I'm trying to understand why clouds can obscure hills and hills can
obscure clouds properly.
My individual bits of knowledge are:
* clouds are drawn from outside in, because they are in a depth
sorted bin, and this is why clouds
sys/types.h, sys/time.h are ANSI C files and are part of Microsoft
compilers for decades. They are in
C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\sys
Regards,
-Fred
- Mail original -
De: ChenXu yak...@yahoo.com.cn
À: FlightGear developers discussions
You need to erase the cmake cache, your build directory and rebuild simgear
Regards
-Fred
Alasdair ali...@btinternet.com a écrit :
FG commit Update FindSimGear for simplified lib names, by James makes my
build die with the error:
CMake Error: The following variables are used in this
Can't think how to proceed from here though :-( Sigh!
As you and others have mentioned, the wxradar connection ought to be
a clue, but I am not brainy enough anymore to follow it up, especially
if involves delving into OSG.
If you are able to start Rembrandt, does it change anything ?
On Tue, 2012-09-04 at 18:00 +0200, Frederic Bouvier wrote:
Can't think how to proceed from here though :-( Sigh!
As you and others have mentioned, the wxradar connection ought to
be
a clue, but I am not brainy enough anymore to follow it up,
especially
if involves delving
Here you go:
https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png
You seem to be scenting the fox here, Fred
Wish I knew what the rendering buffers tell you!
The corners are rendered in a first pass in textures. These textures are
resized when an event from OSG tells to, and then
Here you go:
https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png
You seem to be scenting the fox here, Fred
Wish I knew what the rendering buffers tell you!
The corners are rendered in a first pass in textures. These textures
are resized when an event from OSG tells to,
Hi!
Which version of FreeBSD ? Do you have BATCH enabled in make.conf ?
Are
you sure your port dependencies are up to date ? Do you have any
other
custom rules defined in make.conf ?
Cheers,
Martin.
FreeBSD was relatively recent 9-STABLE, yesterday I upgraded it to
Here you go:
https://dl.dropbox.com/u/15936159/fgfs-rem_rend_buffers_on.png
You seem to be scenting the fox here, Fred
Wish I knew what the rendering buffers tell you!
The corners are rendered in a first pass in textures. These
textures
are resized when an event from OSG
If you start FG with --log-level=debug --log-class=view
you'll be able to see messages like :
FGEventHandler::handle: RESIZE event 763 x 1338, resizable: 1
FGRenderer::resize: new size 1338 x 763
What are yours ?
Regards,
-Fred
I see FGRenderer::resize: new size 1904
I cannot therefore attribute this problem to the Catalyst driver.
My git pull/build of 12 Aug did not display this problem. That of 1
Sep did. So I reckon it must have been a commit made between these dates.
So you may want to git bisect to find which commit was the problem
Thanks,
-Fred
Hi,
my bet is that FreeBSD has a macro named 'nitems' that conflicts with a FLTK
member function of the same name.
Regards,
-Fred
- Mail original -
De: Nikolay Tychina niktych...@gmail.com
À: flightgear-devel@lists.sourceforge.net
Envoyé: Dimanche 2 Septembre 2012 23:45:47
Objet:
Hi Durk,
Rembrandt sort of work in multiscreen: you'll get a correct scene but with
shadows and lights misplaced. There should be a matrix offset or perspective
divide problem, that I wasn't able to fix for the moment. If Tim, Mathias or
anybody else could have a look, I would be very
I sent model updates to fgf...@stockill.org a while ago. Is there any
chance they will be inserted in the database ?
Nobody monitors this address anymore ?
My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ?
And effects and shaders ?
It came to me that a future-proof
It came to me that a future-proof solution would be to allow any
number of
files of any kind, maybe with a check on a set of allowed
format/extensions.
It'll be hard to parse and test any number of files
formats/extensions. Currently for 3D models we have approximately 30
to 40 tests
Hi Stuart,
is 'improved terrain rendering' supposed to replace
'An improved simulation of atmospheric light scattering with terrain haze for
the classical renderer.' ?
https://gitorious.org/fg/fgdata/commit/3565b9e4046b00880d67afabea6d8119b7cd80ab
Regards,
-Fred
De: Stuart Buchanan
On Wed, Aug 15, 2012 at 1:50 PM, Frederic Bouvier wrote:
Hi Stuart,
is 'improved terrain rendering' supposed to replace
'An improved simulation of atmospheric light scattering with
terrain haze for the classical renderer.' ?
https://gitorious.org/fg/fgdata
...
Curt.
blockquote
From: Curtis Olson [mailto: curtol...@gmail.com ]
Sent: 14 August 2012 15:47
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Changelog for Release 2.8.0
On Tue, Aug 14, 2012 at 9:43 AM, Frederic Bouvier wrote:
blockquote
By the way
By the way, maybe we could contribute few screenshots (the best) to the OSG new
website :
http://www.openscenegraph.com/index.php/gallery/screenshots
For the moment, FG is absent in this page.
Regards,
-Fred
--
Live
Where is OSG 3 ? It's a required dependency. You can download it from Jenkins
if you don't want to build it yourself
-Fred
- Mail original -
De: M. Carbax mcar...@gmail.com
À: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Envoyé: Samedi 11 Août 2012
Hi Thorsten,
I still haven't given up on the idea of 'masking' the terrain pixel
shading by the cockpit, since even a very simple mask easily makes
the system 50% faster for me. Lauri has kindly given me some
instructions on how to use the stencil buffer - so the idea was to
start by filling
So You have to discover why osg is not in the link command.
-Fred
- Mail original -
De: M. Carbax mcar...@gmail.com
À: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Envoyé: Samedi 11 Août 2012 18:41:42
Objet: Re: [Flightgear-devel] Error building FG on
If you want to experiment, try to change line 668 of renderer.cxx,
and change :
camera-setClearMask(GL_DEPTH_BUFFER_BIT);
to :
camera-setClearMask(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
By the way, the far camera being rendered before the near camera,
I don't see how we can
Hi Olivier,
Hi Fred,
Could you copy/paste the lines you added in your STG file to have the
model included?
From Scenery/Objects/w130n30/w123n37/942066.stg in fgdata :
OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 -0.05 105
(new Rembrandt version seen here :
From Scenery/Objects/w130n30/w123n37/942066.stg in fgdata :
OBJECT_STATIC ggb-fb.xml -122.4760494 37.81876042 -0.05 105
(new Rembrandt version seen here :
http://www.youtube.com/watch?v=q951rsP0DBk )
Forgot: That I would desperately see in the repository before it got overwritten
-Fred
Hi,
I sent model updates to fgf...@stockill.org a while ago. Is there any chance
they will be inserted in the database ?
My model is made of 3 xml, 3 .ac and 2 textures . How can I submit it ?
Regards,
-Fred
- Mail original -
De: Olivier acom...@yahoo.com
À: FlightGear
Frederic Bouvier wrote:
My model is made of 3 xml, 3 .ac and 2 textures . How can I submit
it ?
Sounds like it should be submitted as three distinct models.
It can't : it's one bridge and it's light volumes. Our format supports
submodels, you know ?
-Fred
Hi Alan:
Once more, thanks for trying to help, but there is no way: I tried SG
$ FG 2.9.0, I followed the document, but the errors still appear: I
give up :(
I think that 10 days is enough.
You have 2.8.0 rc4 if you can't wait
:17:26
Objet: Re: [Flightgear-devel] Error building FG on Windows (linking)
Thanks Frederic:
I tryed before 2.8.0 and 2.6.0, and the problem is the same: smething
realted with simgear lib and unresolved external symbols.
I don't know what I'm doing wrong, thanks,
2012/8/8 Frederic
Hi Thorsten,
Hi Fred,
I have created a merge request containing part of my recent
experiments with procedural terrain texturing - please have a look
(I hope I haven't messed up the request again...).
https://www.gitorious.org/fg/fgdata/merge_requests/175
I will take care of it
Hmmm, my shader micromanagement dialog box is only showing two options right
now.
Category General: landmass and water. There is an aicraft category at the
bottom
of the dialog, but no actual options to set. I'm running a pretty advanced
nvidia
card with very recent nvidia drivers.
,
Curt.
On Tue, Aug 7, 2012 at 2:11 PM, Frederic Bouvier wrote:
Hmmm, my shader micromanagement dialog box is only showing two
options right now.
Category General: landmass and water. There is an aicraft
category
at the bottom
of the dialog, but no actual options to set
Hi Vivian,
- Mail original -
De: Flightgear-commitlogs mar...@hypersphere.calit2.net
À: flightgear-commitl...@lists.sourceforge.net
Envoyé: Lundi 6 Août 2012 12:14:14
Objet: [Flightgear-commitlogs] FlightGear Base Package branch, master,
updated.
Btw - what is the practical application of all that clever stuff? Any
chance of a review of FGRun to include some of the new items?
All these effects (except night vision) are intended for our fellow
users that master the art of video making by simulating some of the
features of a real world
Hi Thorsten,
Hi Fred,
I have created a merge request containing part of my recent
experiments with procedural terrain texturing - please have a look
(I hope I haven't messed up the request again...).
https://www.gitorious.org/fg/fgdata/merge_requests/175
I will take care of it asap
I don't know what is needed to launch it in Rembrandt.
A Rembrandt material shader (one that is bound to scene geometry) is structured
this way (Fragment shader) :
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float
shininess, float emission, float depth);
main() {
I'll certainly do what I can to help this one along. However, I'm not
clear how this all ties in with the Rembrandt project. Are we in danger of
having to tear it all down and starting over?
I think it's fairly easy to unify shaders applied to geometry (models +
terrain).
Currently a
De: Tim Moore timoor...@gmail.com
On Fri, Jul 20, 2012 at 9:59 AM, James Turner zakal...@mac.com
wrote:
On 20 Jul 2012, at 07:22, Tim Moore wrote:
We could use the stencil buffer without copying anything: render
the near scene first, setting stencil bits, then enable the stencil
Hi Tim James,
De: James Turner
On 20 Jul 2012, at 07:22, Tim Moore wrote:
We could use the stencil buffer without copying anything: render
the near scene first, setting stencil bits, then enable the stencil
test for the far scene. I believe that the stencil test has been
extremely
this could be unified with the classical renderer. What do you
think about
that ?
I would probably give more of the range to the far camera e.g.,
[0.1..1.0]. This would probably work best with a floating point depth
buffer, but if you do that, you might be able to go back to using
only
Hi Geoff,
BUT fgrun retains the paths to the previous
2.6, like
C:\Program Files\FlightGear\bin\Win64\fgfs.exe
C:\Program Files\FlightGear\data
I had to manually change these...
This should be fixed by the last commit to fgrun
Regards,
-Fred
But as far as I can see this does not help very much.
It mainly only advises all the DLLS loaded, and is
not really a stack trace at all...
Not really surprising as we don't generate debug info from the Jenkins builds
Regards,
-Fred
So, was there a reason we texture and fog during the first pass and
should I see any unexpected side effects, or can I simply use the
trivial shaders and get my 12% framerate?
The main reason to render textures at this stage is that textures
with transparency do change the fragments that
..this kinda blending looks so good it should IMHO go into the
current release, even if it means delaying the release.
Delayed 6 month ?
Regards,
-Fred
--
Live Security Virtual Conference
Exclusive live event will
Hi Gijs,
De: Gijs de Rooy gijsr...@hotmail.com
Pushed the dialog fixes yesterday, please report any issues.
Please try this :
- start fg without Rembrandt enabled
- enable atmospheric scattering
- exit fg properly (to record your settings)
- start fg with Rembrandt enabled
- see the problem
Hi All,
several aircraft have now landing lights in Rembrandt (DR400-jsbsim from PAF,
c172p, Hurricane, ...). But not all are visible when seen as MP or AI models.
With some changes and the help of Clément, we managed to have that :
Hi Geoff,
Well since I still get a black screen after iconizing,
I dropped in some debug output in
src/Viewer/CameraGroup.cxx, around line 220, code like -
static double last_w = -1.0;
static double last_h = -1.0;
void CameraInfo::resize(double w, double h)
{
if ((last_w !=
Hi Geoff,
Glad to hear the HD 7750 works fine in Win 7 64-bits... it seems very
similar to the HD 7770 so no idea why I have such a bad 'crash' with
Rembrandt ;=()
Maybe later driver updates, or even as Rembrandt matures... I can
only hope ;=)) will keep trying now and again, but the
And none of this explains why Rembrandt CRASHES the
Radeon HD 7770 - it stops working, and goes into
auto-recovery - in my Windows 7 64-bit box. Without
Rembrandt the fps there is 60...
I bought myself a HD7750. The only issue I have under win7 64bit is that the
fgfs window goes black if I
The summer release will become v2.8.0. Rembrandt is included but
disabled by default and announced as an experimental but cool new
feature.
Rembrandt is not the default renderer and to follow the consensus,
I won't add a Rembrandt option to fgrun. The braves willing to
experiment will have
If I recall correctly, Doom3 used shadow volumes (the famous Carmack's reverse)
and not shadow mapping.
As the technique was patented by Creative, Carmack had to rewrite it recently
before making the Doom3 engine Open Source
Regards,
-Fred
- Mail original -
De: Michael
Hi Syd,
it looks like not all internal buffers are resized. Maybe you don't have enough
memory. Try to reduce the shadow map size in the preferences
Rembrandt currently works only with no shader or just the model shader (the
uber shader)
Regards,
-Fred
- Mail original -
De: syd
Does Jenkins build exhibit that problem ?
Regards,
-Fred
- Mail original -
De: Alan Teeder ajtee...@v-twin.org.uk
À: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Envoyé: Vendredi 8 Juin 2012 17:51:18
Objet: Re: [Flightgear-devel] Windows crash
From:
results. Reverting the JSBsim update commit clears the crash, which
occurs just after “loading scenario ´nimitz_demo’” is reported, but
before “/sim/signals/fdm-initialized” is reported.
Alan
From: Frederic Bouvier
Sent: Friday, June 08, 2012 5:32 PM
To: FlightGear developers discussions
Hi Stuart,
De: Stuart Buchanan
On Wed, May 23, 2012 at 2:38 PM, Björn Kesten wrote:
Would trimming down building variety help?
Unfortunately not. Individual buildings aren't instantiations
of a small number of objects, as the random vegetation is.
Instead, a huge group of buildings
Hi Thorsten,
Quick question to Stuart:
Currently the conditionals for texture selection are done using
/position/longitude-deg,... i.e. aircraft position. The actual tile
position however is different from that by the visibility and an
direction, which makes for some uncertainty.
So,
I pushed several commit to the Rembrandt renderer to improve configurability.
One is a breaking change that model designer should be aware of : the rembrandt
related properties have been moved to a dedicated branch to tidy things a bit.
So we now have :
/sim/rendering/rembrandt/enabled instead
On 12 May 2012, at 14:37, Frederic Bouvier wrote:
Tell me if I broke something
All working here on Mac, with and without rembrandt enabled on Mac.
BTW should there be any performance changes from this or other
changes?
There are 2 more effects that result in 6 full screen passes
On Wednesday 02 May 2012 23:47:59 Emilian Huminiuc wrote:
Fred,
One small question, what's with the multiple passes/ shader
overrides and al
sort of funky stuff (colour mask O.O) going on in
terrain-default.eff. It
looks like a real mess.
I wanted to clear out the unneeded
On Wednesday 02 May 2012 11:43:28 Emilian Huminiuc wrote:
The default effects usually specify their techniques with higher
numbers to allow any inheriting effect to insert their own
techniques below them, techniques that get activated by the same
condition.
Actualy this should read:
On Wed, May 2, 2012 at 9:53 AM, Frederic Bouvier wrote:
But when two techniques use the same number, they are merged.
I don't know if it was intended but one effect can modify one of
it's parent without rewriting the predicate, and can lead to
problems
when we need to reassign numbers
Hi Chris,
Hi all!
This is my first mail on this list, so please forgive me
newbie-mistakes. :)
I've posted this request for help on the forum and had no luck with
it.
No one answered. So, I'll try here. I hope I'm no bother...
http://www.flightgear.org/forums/viewtopic.php?f=45t=16180
Hi Chris,
Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:
These messages are link error. Did you do a 'make clean' on all
OSG,
SG et FG ? My guess is that some files could be compiled with on
version of gcc and some with another.
Regards
This is an update on my efforts to make rembrandt work on not so new GPU.
I managed to make Rembrandt work on my NVidia 7600GT (on Debian Wheezy) with
the following settings :
--enable-rembrandt
--prop:/sim/rendering/shadows/enabled=true
--prop:/sim/rendering/shadows/num-cascades=1
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