Hi,
Ralf Gerlich schrieb:
In the custom scenery I can only fly with 800x600 or with random objects
deactivated at 1280x1024. In the latter case I get around 12-18fps, in
the former case it drops down to 6fps at times.
I noticed that the customised scenery tends to produce not only more -
whi
For starter, I think it would be best to switch to a more mature rendering
engine.
Ampere
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On Monday 03 April 2006 15:37, Ralf Gerlich wrote:
> The point with blurring in MSFS is that they draw their roads onto a
> ground texture, which of course has limited resolution only. This also
> makes smooth river backs etc. easier, but also introduces a lot of
> possibly unwanted blurriness.
Cu
Hi,
Christian Mayer schrieb:
Stefan Seifert schrieb:
A little blurriness would not hurt in many areas. I still have to find a
river in reality with as sharp edges as in FlightGear ;) When generating
textures, one could do real curves and low resolution is a cheap way to
make banks smooth.
F
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Stefan Seifert schrieb:
> A little blurriness would not hurt in many areas. I still have to find a
> river in reality with as sharp edges as in FlightGear ;) When generating
> textures, one could do real curves and low resolution is a cheap way to
> ma
Ralf Gerlich wrote:
Hi,
Paul Surgeon schrieb:
Well I think the best bang for the buck would be via some sort of
terrain LOD mechanism. Using primitives to draw every single feature
just isn't going to scale well.
Terrain LOD and primitives for every feature is not necessarily a
contradictio
On 3 Apr 2006, at 09:26, Ralf Gerlich wrote:thinking more about the issue and trying to get some distance to the "whohoo!"-attitude of some of the CLOD-papers I read in the last weeks, I'm more and more coming back to the conclusion "simple is beautiful". Perhaps we'd be best off slicing our tiles
Hi,
thinking more about the issue and trying to get some distance to the
"whohoo!"-attitude of some of the CLOD-papers I read in the last weeks,
I'm more and more coming back to the conclusion "simple is beautiful".
Perhaps we'd be best off slicing our tiles into subtiles - without
essential
Hi,
Paul Surgeon schrieb:
Well I think the best bang for the buck would be via some sort of terrain LOD
mechanism. Using primitives to draw every single feature just isn't going to
scale well.
Terrain LOD and primitives for every feature is not necessarily a
contradiction. At least there's p
On Saturday 01 April 2006 15:55, Ralf Gerlich wrote:
> Hi,
>
> Nigel Atkinson schrieb:
> >> If the graphics load is too much then perhaps the answer is more
> >> agressive use of LOD and simpler models.
> >>
> >> Josh
> >
> > What sort of FPS does everyone get? I get about 10-15 on a fairly
> > gr
Hi,
Nigel Atkinson schrieb:
If the graphics load is too much then perhaps the answer is more
agressive use of LOD and simpler models.
Josh
What sort of FPS does everyone get? I get about 10-15 on a fairly
grunty laptop with 0.9.9 windows version and at 7 - 11fps with the CVS
version comp
If the graphics load is too much then perhaps the answer is more
agressive use of LOD and simpler models.
Josh
What sort of FPS does everyone get? I get about 10-15 on a fairly grunty
laptop with 0.9.9 windows version and at 7 - 11fps with the CVS version
compiled with Cygwin. I can run M
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