Re: [Flightgear-devel] OSG point lights

2006-12-05 Thread Mathias Fröhlich
Hi Tim, I did not find the time to look into that this weekend. These evenings are my friend. On Thursday 30 November 2006 10:03, Tim Moore wrote: > I'm not sure about "faster" but, as far as I can tell, "equivalent." By > the way, it would be very nice to have some more timing information > av

Re: [Flightgear-devel] OSG point lights

2006-11-30 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Mathias Fröhlich wrote: > On Thursday 30 November 2006 01:36, Tim Moore wrote: >> Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute >> typo disabled point sprites. > This is still faster with point sprites reenabled? I'm not sure

Re: [Flightgear-devel] OSG point lights

2006-11-29 Thread Mathias Fröhlich
On Thursday 30 November 2006 01:36, Tim Moore wrote: > Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute > typo disabled point sprites. This is still faster with point sprites reenabled? I do not want to remove the old implementation that was happening completely on the GPU

Re: [Flightgear-devel] OSG point lights

2006-11-29 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Tim Moore wrote: > I have a new patch at http://www.bricoworks.com/moore/lightpt2.diff Try http://www.bricoworks.com/moore/lightpt3.diff instead. A last-minute typo disabled point sprites. Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.5 (GN

Re: [Flightgear-devel] OSG point lights

2006-11-29 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis Olson wrote: > On 11/28/06, Tim Moore <[EMAIL PROTECTED]> wrote: > >> Well, not so great. At SFO at night in the UFO I see a decrease from >> about 60fps with the existing lights to 43 with the OSG version. I >> suspect the slowdown is very dep

Re: [Flightgear-devel] OSG point lights

2006-11-29 Thread Curtis Olson
On 11/28/06, Tim Moore <[EMAIL PROTECTED]> wrote: Well, not so great. At SFO at night in the UFO I see a decrease from about 60fps with the existing lights to 43 with the OSG version. I suspect the slowdown is very dependent on processor speed; I hadn't noticed it on another computer using the d

Re: [Flightgear-devel] OSG point lights

2006-11-28 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis Olson wrote: > What kind of performance change (better? worse?) did you observer? > > Thanks, > > Curt. > Well, not so great. At SFO at night in the UFO I see a decrease from about 60fps with the existing lights to 43 with the OSG version. I

Re: [Flightgear-devel] OSG point lights

2006-11-27 Thread Curtis Olson
What kind of performance change (better? worse?) did you observer? Thanks, Curt. On 11/27/06, Tim Moore <[EMAIL PROTECTED]> wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis Olson wrote: > Hi Tim, > > Are these osg point lights a replacement for the existing mechanism or an > add

Re: [Flightgear-devel] OSG point lights

2006-11-27 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis Olson wrote: > Hi Tim, > > Are these osg point lights a replacement for the existing mechanism or an > additional mechanism that leaves the existing approaches intact? > > Thanks, > > Curt. They are a replacement. The good blink sequence supp

Re: [Flightgear-devel] OSG point lights

2006-11-27 Thread Curtis Olson
Hi Tim, Are these osg point lights a replacement for the existing mechanism or an additional mechanism that leaves the existing approaches intact? Thanks, Curt. On 11/26/06, Tim Moore <[EMAIL PROTECTED]> wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Here's an implementation of airpo

[Flightgear-devel] OSG point lights

2006-11-26 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Here's an implementation of airport runway lighting, including VASI / PAPI lights, using OSG light points. You can choose to use point sprites or OpenGL points at runtime, and the "enhanced runway lighting" function is supported. The relative intensiti