Curtis Olson wrote:
This will be a challenge for us as we move forward with development of
the OSG tree. How much old hardware should we support, and how far back
should we go?
I've been thinking about this too and for me it's actually quite simple.
FlightGear 1.0/PLIB is fantastic for
Congratulations - it looks fabulous.
This is likely based on vertex shaders. This leads me to the question: Does
OpenGL offer a software based
vertex shading branch like DirectX does? This would allow you to use the
same shader code for hardware
accelerated trees and - at a reduced level - for
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Curtis Olson wrote:
| On Jan 23, 2008 3:13 PM, Matthias Boerner [EMAIL PROTECTED]
| mailto:[EMAIL PROTECTED] wrote:
|
| I don't think a driver update will help because your card has
| only limited support for vertex and pixel shaders as you
--- SydSandy [EMAIL PROTECTED] schrieb:
On Tue, 22 Jan 2008 21:45:32 -0600
Curtis Olson [EMAIL PROTECTED] wrote:
On Jan 22, 2008 9:36 PM, SydSandy wrote:
Just gave the patch a try , amazing ! And this
time it has hardly any
effect on my framerate ...
Cheers
It would be
--- Curtis Olson wrote:
On Jan 22, 2008 9:36 PM, SydSandy wrote:
Just gave the patch a try , amazing ! And this time it has hardly any
effect on my framerate ...
Cheers
It would be very tempting to commit it to cvs ...
Curt.
I have no objection to it going into CVS.
I have used up
Am Mittwoch 23 Januar 2008 schrieb Heiko Schulz:
Oops , now I see a lot of ...
Warning:detected OpenGL error 'invalid operation'
after RenderBin::draw(,) in the teminal
but otherwise it seems to go smoothly ...
Cheers
--
This message I got the last months with OSG-Builds- I
On Wed, 23 Jan 2008 14:04:07 +0100
Maik Justus wrote:
What comes next? Shader driven swarms of birds, flocks, clouds? ;-)
Clouds clouds clouds clouds clouds!
Last night, I was daydreaming of these trees and the Fire Service OV-10
we have, thinking of how cool a forest fire scenario would be.
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Maik Justus wrote:
| Hi Stuart,
|
| Stuart Buchanan schrieb am 22.01.2008 23:04:
| Hi All,
|
| I've been working on a shader-based approach to creating random trees with
help
| from Tim Moore.
|
| Here's a screenshot of what I've managed to achieve
On Tue, 2008-01-22 at 22:04 +, Stuart Buchanan wrote:
I've been working on a shader-based approach to creating random trees with
help
from Tim Moore.
Here's a screenshot of what I've managed to achieve so far:
http://www.nanjika.co.uk/flightgear/forest.jpg
A patch which includes
This will be a challenge for us as we move forward with development of the
OSG tree. How much old hardware should we support, and how far back should
we go?
I think it makes sense (at a minimum) to make sure these features that
require newer hardware can be turned off so that
Hi All,
I've been working on a shader-based approach to creating random trees with help
from Tim Moore.
Here's a screenshot of what I've managed to achieve so far:
http://www.nanjika.co.uk/flightgear/forest.jpg
A patch which includes both the shader trees and improvements to the random
object
On Jan 22, 2008 4:04 PM, Stuart Buchanan wrote:
Hi All,
I've been working on a shader-based approach to creating random trees with
help
from Tim Moore.
Here's a screenshot of what I've managed to achieve so far:
http://www.nanjika.co.uk/flightgear/forest.jpg
I don't recommend any kind
On Jan 22, 2008 4:04 PM, Stuart Buchanan [EMAIL PROTECTED]
wrote:
Hi All,
I've been working on a shader-based approach to creating random trees with
help
from Tim Moore.
Here's a screenshot of what I've managed to achieve so far:
http://www.nanjika.co.uk/flightgear/forest.jpg
Here's a
Curtis Olson schrieb:
On Jan 22, 2008 4:04 PM, Stuart Buchanan
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
wrote:
Hi All,
I've been working on a shader-based approach to creating random
trees with help
from Tim Moore.
Here's a screenshot of what I've managed to
On Jan 22, 2008 7:09 PM, Georg Vollnhals wrote:
THIS is incredible.
Due to the lower video resolution, the high standard cockpit and outside
aircraft view, the head shaking and the wooded landscape it looks like
real!
This tree coverage improvement is a further big step forward for FG.
Stuart's trees (with Tim's help) are very cool. Here's one more video
before I'm done playing with them for the night ...
http://www.youtube.com/watch?v=d_VPtzexsg0
Curt.
On Jan 22, 2008 7:09 PM, Curtis Olson wrote:
On Jan 22, 2008 7:09 PM, Georg Vollnhals wrote:
THIS is incredible.
On Jan 22, 2008 7:52 PM, SydSandy wrote:
looks pretty impressive !
The first try with the un-billboarded trees killed my framerate (30 to 8
) unfortunately. Im trying the patch but now get an error , so maybe
something here is out of date ...
In file included from mat.hxx:48,
On Tue, 22 Jan 2008 20:04:07 -0600
Curtis Olson [EMAIL PROTECTED] wrote:
On Jan 22, 2008 7:52 PM, SydSandy wrote:
looks pretty impressive !
The first try with the un-billboarded trees killed my framerate (30 to 8
) unfortunately. Im trying the patch but now get an error , so maybe
On Tue, 22 Jan 2008 18:40:56 -0600, Curtis wrote in message
[EMAIL PROTECTED]:
On Jan 22, 2008 4:04 PM, Stuart Buchanan
[EMAIL PROTECTED] wrote:
Hi All,
I've been working on a shader-based approach to creating random
trees with help
from Tim Moore.
Here's a screenshot of what
On Tue, 22 Jan 2008 22:04:31 + (GMT)
Stuart Buchanan [EMAIL PROTECTED] wrote:
Hi All,
I've been working on a shader-based approach to creating random trees with
help
from Tim Moore.
Here's a screenshot of what I've managed to achieve so far:
On Jan 22, 2008 9:36 PM, SydSandy wrote:
Just gave the patch a try , amazing ! And this time it has hardly any
effect on my framerate ...
Cheers
It would be very tempting to commit it to cvs ...
Curt.
--
Curtis Olson: http://baron.flightgear.org/~curt/
On Tue, 22 Jan 2008 21:45:32 -0600
Curtis Olson [EMAIL PROTECTED] wrote:
On Jan 22, 2008 9:36 PM, SydSandy wrote:
Just gave the patch a try , amazing ! And this time it has hardly any
effect on my framerate ...
Cheers
It would be very tempting to commit it to cvs ...
Curt.
--
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