Hello,
With GUI custom settings , shaders options:
When i modify the water value there is within the scenery, an ugly
interference on the Urban effect, is it just me ?
Anyhow it does not explain the wrong effect of it, at some view positions
( refer to a previous mail FG Git Master Branch
Spoke too soon. The trees look great, but the frame rate hit makes it
unusable (from 30-35 to 2-4) even with the other shaders disabled.
Thank you! I haven't had seen trees in FlightGear for ages (can't run
with shaders). I didn't realize the trees were supported at all
without shaders.
Am 20.11.11 12:55, schrieb Anders Gidenstam:
On Sun, 20 Nov 2011, ThorstenB wrote:
Since some effects may be aircraft specific it might be useful to make the
advanced dialog dynamic - one way would be to add a checkbox for each
*-effect property found in /sim/rendering/shaders/ .
Spoke too soon. The trees look great, but the frame rate hit makes it
unusable (from 30-35 to 2-4) even with the other shaders disabled.
On Sun, Nov 20, 2011 at 5:49 PM, Gary Carvell gary.carv...@gmail.com wrote:
Thank you! I haven't had seen trees in FlightGear for ages (can't run
with
HB-GRAL wrote:
We count 33 vertex shader, 31 fragment shaders, 2 geometry shaders and
117 effects files using this and that. This probably has a noticable
impact.
Does anyone know how to have the random trees without all this ?
Cheers,
Martin.
--
Unix _IS_ user friendly -
Hi all!
Martin wrote:
Does anyone know how to have the random trees without all this ?
In Effects/trees.eff, comment out/remove line 23.
!--property/sim/rendering/shader-effects/property--
If you would like to use the dialog to toggle the trees, you'll also need to
On 20.11.2011 11:52, Gijs de Rooy wrote:
The problem right now is that some of the shaders (eg. the reflection
stuff and lightmap) only depend on that single Material Shaders
property. It would be better if every single shader can be
en/disabled via its own property/checkbox.
But then we
I already find the current dialog a bit overloaded. But how about
creating an advanced, separate dialog which lists all the shaders and
provides a checkbox for each? And all shaders should be modified to
check the main switch (/sim/rendering/shader-effects) plus at least one
additional
On Sun, 20 Nov 2011, ThorstenB wrote:
I already find the current dialog a bit overloaded. But how about
creating an advanced, separate dialog which lists all the shaders and
provides a checkbox for each? And all shaders should be modified to
check the main switch
Hi Gijs, thanks for elaborating the details !
Gijs de Rooy wrote:
But then we might end up with a pretty large rendering dialog...
Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big Material shaders
switch isn't much better,
Martin wrote:
Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big Material shaders
switch isn't much better, I'd say ;-)
Agree. But do note that 3D clouds is also disabled when disabling Material
shaders.
For me, 3D
-Original Message-
From: Martin Spott
Sent: Sunday, November 20, 2011 1:00 PM Newsgroups: list.flightgear-devel
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Shaders vs. frame rate;
Hi Gijs, thanks for elaborating the details !
Gijs de Rooy wrote
Gijs de Rooy wrote:
Martin wrote:
Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big Material shaders
switch isn't much better, I'd say ;-)
Agree. But do note that 3D clouds is also disabled when disabling Material
Thank you! I haven't had seen trees in FlightGear for ages (can't run
with shaders). I didn't realize the trees were supported at all
without shaders.
Could that fix be applied automatically so the trees are visible
whether shaders are on or off?
Gary
On Sun, Nov 20, 2011 at 5:52 AM, Gijs de
Am 16.11.11 10:58, schrieb Martin Spott:
I was annoyed by the fact that the simple act of just enabling
Material shaders in the Rendering options has a noticeable effect
on the rendering performance without_any_ of the other features in the
entire dialogue box enabled.
We count 33 vertex
Hi all,
I cannot use material shaders on my iMac (late 2009 model) equipped with
an ATI graphics card (ATI Radeon HD 4670 256 MB VRAM). I only get a few
fps standing on ground at an isolated airfield. There is almost no
objects. Every 10 times I get 60 fps in cockpit view with no changes
Jari
I cannot use material shaders on my iMac (late 2009 model) equipped with
an ATI graphics card (ATI Radeon HD 4670 256 MB VRAM). I only get a few
fps standing on ground at an isolated airfield. There is almost no
objects. Every 10 times I get 60 fps in cockpit view with no changes
On Sat, 25 Jun 2011, Vivian Meazza wrote:
The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
cases a bit small for FG nowadays. There are other possible contributors to
a low framerate - AI
On 2011-06-25 17.34, Gene Buckle wrote:
On Sat, 25 Jun 2011, Vivian Meazza wrote:
The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
cases a bit small for FG nowadays. There are other possible
On 2011-06-25 16.06, Vivian Meazza wrote:
The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
cases a bit small for FG nowadays. There are other possible contributors to
a low framerate - AI
Am 25.06.11 17:59, schrieb Jari Häkkinen:
Otherworldcomputing.com has two options; ATI Radeon HD 5670/512MB
(USD180) and ATI Radeon HD 5750/1GB (USD400). 400 is a lot, will the
cheaper 512MB card make a noticeable difference? And, opening an iMac
isn't for the faint-hearted.
Jari
Hi Jari
On Saturday, June 25, 2011 09:04:30 AM Jari Häkkinen wrote:
On 2011-06-25 16.06, Vivian Meazza wrote:
The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The
GeForce 8600M GT is known to be better at handling shaders. 256 Mb VRAM
is in both cases a bit small for FG nowadays.
Hi all
For upcoming debugging weeks: Please note that issue #294 and #335 are
still valid here with OSX 10.6, ATI 5750, OSG2.9.7. I still get
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
with every plane (i.e. 737-100) where reflect shaders are active.
I
On Wed, 20 Apr 2011 02:39:42 +0200, Robert wrote in message
BANLkTi=osyhxkaoky-c8pa71sqk1t3p...@mail.gmail.com:
2011/4/20 Robert dogg...@googlemail.com
here is a screenshot:
http://img251.imageshack.us/i/fgfsscreen077.png/
..hum, bright white nose, external screen shots?
If you ask
On Tue, 19 Apr 2011 04:13:45 +0200, Robert wrote in message
banlktim5dkxvgxyh5owvjwrcv23odt6...@mail.gmail.com:
I also have the flickering issue with shaders on.
..white flickering?
(ATI/AMD,
..which ATI/AMD?
Debian,
..which Debian, Squeeze?
fglrx)
..url to screenshots?
..try the
here is a screenshot:
http://img251.imageshack.us/i/fgfsscreen077.png/
If you ask me it looks pretty much like z-fighting artefacts.
Maybe a shader that doesnt account for near and far frustum?
--
Benefiting from Server
I had to fly pretty low to cause this flickering.
Also there is a flickering problem with panel instruments and cockpit
itself, But in about 300 screenshots I couldn't catch this issue because it
lasts only a few frames and I don't have the reaction time of a machine :)
I think a video would be
Hi developers,
I have a new computer, installed FG on it and have a problem with the graphics.
The problem (beside missing runway lights) is that surfaces generated
by a shader will flicker. This applies to terrain and aircraft
instruments, trees and the Crop texture however do not flicker. The
David Glowsky wrote:
Hi developers,
I have a new computer, installed FG on it and have a problem with the
graphics.
The problem (beside missing runway lights) is that surfaces generated
by a shader will flicker. This applies to terrain and aircraft
Moin David,
while I have no solution
On Mon, 18 Apr 2011 19:56:38 +0200, David wrote in message
banlktimbxl03ofww5qsvqoygszwybhs...@mail.gmail.com:
Hi developers,
I have a new computer, installed FG on it and have a problem with the
graphics.
The problem (beside missing runway lights) is that surfaces generated
by a shader
I also have the flickering issue with shaders on. (ATI/AMD, Debian, fglrx)
On my system the problem occurs at low framerates (30-35 fps) caused by the
scenery.
On lighter airports I get 60-75 fps and the problem seems to be gone.
David, maybe someone of us should file a bug report here:
Hi all
Can someone point me to the history of latest changes to the default
shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at
default KSFO, like the last three years with much older ATI. What
happened, I can’t believe.
Coming back after some months and looking to the
On Mon, 2011-03-21 at 08:50 +0100, HB-GRAL wrote:
Hi all
Can someone point me to the history of latest changes to the default
shaders? I am running a ATI 5750 now with 1 GB VRAM and get = 20 fps at
default KSFO, like the last three years with much older ATI. What
happened, I can’t
Nachricht-
Von: HB-GRAL [mailto:flightg...@sablonier.ch]
Gesendet: Montag, 21. März 2011 08:51
An: FlightGear developers discussions
Betreff: [Flightgear-devel] Shaders
Hi all
Can someone point me to the history of latest changes to the
default shaders? I am running a ATI 5750 now
the shaders gives a gain of 3fps.
Oliver
-Ursprüngliche Nachricht-
Von: HB-GRAL [mailto:flightg...@sablonier.ch]
Gesendet: Montag, 21. März 2011 08:51
An: FlightGear developers discussions
Betreff: [Flightgear-devel] Shaders
Hi all
Can someone point me
Am 21.03.11 23:23, schrieb Roland Häder:
Hi,
@HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
compile yourself, please also build a non-debug version which means,
use optimization, maybe -O3 is the trick.
I use these parameters to build FGFS and SG:
export CFLAGS=-g -O3
Hi,
All my problems have gone now. I got the cursors back, the shaders works
as expected. I get a frame rate of 40 fps with all shaders enabled and
quality level 4 at KSFO. Now I need some courage to fly with this rate
of course.
Good to hear that. Also you don't need optimization in e.g.
Am 28.08.10 12:34, schrieb HB-GRAL:
Am 28.08.10 01:16, schrieb Tim Moore:
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
Thanks for your answer Tim. And what should happen when I change
gl_BackColor.a from 0.0 to 1.0 in default.vert? I see
Am 28.08.10 01:16, schrieb Tim Moore:
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
Thanks for your answer Tim. And what should happen when I change
gl_BackColor.a from 0.0 to 1.0 in default.vert? I see here that this
makes the terrain
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
On Wed, Aug 25, 2010 at 1:00 AM, HB-GRAL flightg...@sablonier.ch wrote:
Am 24.08.10 23:58, schrieb HB-GRAL:
Am 24.08.10 23:44, schrieb HB-GRAL:
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light direction here with only default shaders
enabled. Really
- HB-GRAL flightg...@sablonier.ch a écrit :
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light
Am 24.08.10 23:44, schrieb HB-GRAL:
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light direction here with
Am 24.08.10 23:58, schrieb HB-GRAL:
Am 24.08.10 23:44, schrieb HB-GRAL:
Am 14.08.10 00:20, schrieb Tim Moore:
Let
me know of any new problems.
Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the
Hi Tat,
- Tatsuhiro Nishioka a écrit :
Hi there,
First of all, I'm back to FlightGear after a bit longer vacation :-)
I'm very happy that I released a fg-git for Mac OS, but immediately
after that, a user gave me a bug report. X-)
The core problem is that an implicit cast
Hi Fred,
Thanks for the quick fix. I really appreciate it!
Tat
On Aug 23, 2010, at 3:55 PM, Frederic Bouvier wrote:
Hi Tat,
- Tatsuhiro Nishioka a écrit :
The core problem is that an implicit cast (especially from int to
double or float) in shader code leads some nVidia drivers a
- Tatsuhiro Nishioka a écrit :
Hi Fred,
Thanks for the quick fix. I really appreciate it!
Tat
You're welcome, you did all the diagnostic work.
-Fred
--
Frédéric Bouvier
http://my.fotolia.com/frfoto/ Photo gallery - album photo
http://www.youtube.com/user/fgfred64 Videos
Hi there,
First of all, I'm back to FlightGear after a bit longer vacation :-)
I'm very happy that I released a fg-git for Mac OS, but immediately after that,
a user gave me a bug report. X-)
The core problem is that an implicit cast (especially from int to double or
float) in shader code
HB-GRAL schrieb:
Hi Tim
Maybe I am the only one once again but I have some issues here:
- Without shader it seems terrain works fine ;-)
- When I activate 'Material Shaders' all the terrain becomes -30% darker
- When I add 'Landmass shader' some of the terrain becomes normal
Hi Yves,
- HB-GRAL a écrit :
Tim Moore schrieb:
I've checked in some changes to the shaders in attempt to fix bugs
on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain
Macintosh
platforms. I've also
On Wed, 2010-08-18 at 02:10 +0200, HB-GRAL wrote:
Hi Tim
Maybe I am the only one once again but I have some issues here:
- Without shader it seems terrain works fine ;-)
- When I activate 'Material Shaders' all the terrain becomes -30% darker
- When I add 'Landmass shader' some of the
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so from the
beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having a
slider to get snow below 2000 meters and then you get it only on parts
of the
Erik Hofman schrieb:
I get the same and has something to do with the maximum allowed number
of varying parameters supported by the hardware. There is a fix that
didn't seem to affect anything on my side:
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27751.html
Erik
- HB-GRAL flightg...@sablonier.ch a écrit :
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so
from the beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having
a
slider to get snow below
Frederic Bouvier schrieb:
- HB-GRAL flightg...@sablonier.ch a écrit :
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so
from the beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having
a
slider to
- HB-GRAL a écrit :
Frederic Bouvier schrieb:
- HB-GRAL flightg...@sablonier.ch a écrit :
Frederic Bouvier schrieb:
The crop shader has its snow level hardwired to 2000m and it is so
from the beginning.
-Fred
Hi Fred
What is the reason for this I miss? I mean, this
Tim Moore schrieb:
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the way material animations are
On 13 Aug 2010, at 23:20, Tim Moore wrote:
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the
I've checked in some changes to the shaders in attempt to fix bugs on some
platforms and generally optimize them. I've eliminated the use of
gl_FrontFacing, which seems to give us problems on certain Macintosh
platforms. I've also reworked the way material animations are handled. Let
me know of
Frederic Bouvier schrieb:
- HB-GRAL a écrit :
Is it possible to add (or blend) a texture in the shaders to steep=
gray instead of calculating a 'simple colour cloud'? In combination with a
texture it probably looks like all the 'perhaps' and is a very nice
feature.
You can add the rock
- HB-GRAL a écrit :
Is it possible to add (or blend) a texture in the shaders to steep=
gray instead of calculating a 'simple colour cloud'? In combination with a
texture it probably looks like all the 'perhaps' and is a very nice
feature.
You can add the rock texture to the effect file
On Sat, 2010-08-07 at 01:45 +0200, HB-GRAL wrote:
Hi all,
I see a lot of improvements with recent shaders. But there comes some
renewals I do not how to work with.
- Snow: Activating the landmass shaders gives me some snow. Some
material is not covered i.e. glacier. And snow is starting
Erik Hofman schrieb:
- Mystic gray blobs: When I activate landmass shader everywhere there
are some 'random' gray blobs now. What is the goal of this blobs? Is it
possible to add a texture to this blobs?
I haven't seen these.. unless this is also the snow shader.
I get this with recent
HB-GRAL schrieb:
When I want to have more different croplands how should I go further
with the crop shader? Building different crop.png’s and cropcolors? How
can I alter this textures/ornaments for cropland terrain? And is it also
possible to add a relief/normalmap to crop?
Thanks-
Vivian Meazza schrieb:
The grey patches are not snow - they denote steep areas; perhaps rock, or a
rock run. They are generated in crop.frag by:
//steep = gray
c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 1.0), c1, smoothstep(0.970,
0.990, abs(normalize(Normal).z)+nvL[2]*1.3));
Hi all,
I see a lot of improvements with recent shaders. But there comes some
renewals I do not how to work with.
- Snow: Activating the landmass shaders gives me some snow. Some
material is not covered i.e. glacier. And snow is starting by default at
2000 (2000 what?). Is this real i.e. for
Hi Erik,
- Erik Hofman a écrit :
Frederic Bouvier wrote:
The relief (you mean the height of the buildings) can be adjusted in
the effect file. The more important thing to me is to get the right
horizontal scale.
Nothing will change until the next scenery release because the scale
is
Frederic Bouvier wrote:
looking for coverage in the sources, I can't find something related
to the texture. As far as I can see, tex coords are computed by
sgCalcTexCoords, and this function is called at run time only for
ocean tiles. Otherwise, in is called from Terragear, in
int
Frederic Bouvier wrote:
The relief (you mean the height of the buildings) can be adjusted in the
effect file. The more important thing to me is to get the right horizontal
scale.
Nothing will change until the next scenery release because the scale is
engraved in the scenery files (as
HB-GRAL wrote:
Erik Hofman schrieb:
I've changed the coverage size of the textures from 1024 to 2000 meter.
Hello Erik
I guess it is better not to change the texture size to 2000 meters(?) in
materials.xml. As I can see the size of the textures fits exactly to the
relief when it is
Erik Hofman schrieb:
I've already changed it in CVS and the relief/height map is still in
line with the main texture. Otherwise I wouldn't have committed it.
Erik
Yes, I apologize this is my conclusion with the new effect here. I
changed the size yesterday in materials.xml to 1024 and
Le 01/03/2010 00:22, Vivian Meazza a écrit :
I think both effects should be in cvs so that we can do a bit of testing.
We can then make some informed comment.
The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would like to crop the texture a
Erik Hofman schrieb:
I've changed the coverage size of the textures from 1024 to 2000 meter.
Hello Erik
I guess it is better not to change the texture size to 2000 meters(?) in
materials.xml. As I can see the size of the textures fits exactly to the
relief when it is 1024 at the moment.
- HB-GRAL flightg...@sablonier.ch a écrit :
Erik Hofman schrieb:
I've changed the coverage size of the textures from 1024 to 2000
meter.
Hello Erik
I guess it is better not to change the texture size to 2000 meters(?)
in materials.xml. As I can see the size of the textures fits
Frederic Bouvier wrote:
The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would like to crop the texture a bit. What
do you thing ?
Impressive!
I've changed the coverage size of the textures from 1024 to 2000 meter.
I guess someone thought the size
Frederic Bouvier wrote:
Le 01/03/2010 00:22, Vivian Meazza a écrit :
I think both effects should be in cvs so that we can do a bit of
testing. We
can then make some informed comment.
The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would
Le 01/03/2010 00:22, Vivian Meazza a écrit :
I think both effects should be in cvs so that we can do a bit of testing. We
can then make some informed comment.
The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would like to crop the texture a
Thanks you very much Frederic for work with these normalmaps - it was
my dream for a few last years )
--
---
WBR, Vadym.
--
Download Intel#174; Parallel Studio Eval
Try the new software tools for yourself. Speed
Wow!
David
On Sun, Feb 28, 2010 at 5:41 PM, Frederic Bouvier fredfgf...@free.fr wrote:
What do you think of this effect :
http://www.youtube.com/watch?v=kUyH-4c0-qM
http://www.youtube.com/watch?v=wYb1Vy-uTS0
and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
That looks really cool!! :) personally i think it works nicer on the
city/building area's then on the forest covered mountains.
Kind Regards
Rob / Evil
On 02/28/2010 11:41 PM, Frederic Bouvier wrote:
What do you think of this effect :
http://www.youtube.com/watch?v=kUyH-4c0-qM
Wow! This can be a great shader feature in FG! :)
On Mon, Mar 1, 2010 at 12:34 PM, evilslut flightg...@evilslut82.com wrote:
That looks really cool!! :) personally i think it works nicer on the
city/building area's then on the forest covered mountains.
Kind Regards
Rob / Evil
On
The city looks fantastic fr0m a distance ! I dont like the terrain shader as
shown , but looks really promising if the shading could be changed per
material ...
Great work .
Syd
--
Download Intel#174; Parallel Studio Eval
What do you think of this effect :
http://www.youtube.com/watch?v=kUyH-4c0-qM
http://www.youtube.com/watch?v=wYb1Vy-uTS0
and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
Regards,
-Fred
--
On Sunday 28 February 2010 11:41:04 pm Frederic Bouvier wrote:
and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
Didn't have a chance to look at the video's yet, but the screen shot looks
magnificant!
Cheers,
Durk
Hi,
What do you think of this effect :
http://www.youtube.com/watch?v=kUyH-4c0-qM
http://www.youtube.com/watch?v=wYb1Vy-uTS0
and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
Regards,
-Fred
The first one doesn't look very interesting, but the technic behind
On 01/03/10 11:41, Frederic Bouvier wrote:
What do you think of this effect :
Very nice. Very nice indeed. The urban area in video #2 especially is
a dramatic difference.
How do the effects look when you get close to the ground?
On Sunday 28 Feb 2010, Frederic Bouvier wrote:
What do you think of this effect :
http://www.youtube.com/watch?v=kUyH-4c0-qM
http://www.youtube.com/watch?v=wYb1Vy-uTS0
and a screenshot :
http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
Regards,
-Fred
Overlaying a geometry shader on
- leee a écrit :
On Sunday 28 Feb 2010, Frederic Bouvier wrote:
What do you think of this effect :
http://www.youtube.com/watch?v=kUyH-4c0-qM
http://www.youtube.com/watch?v=wYb1Vy-uTS0
and a screenshot :
http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
Regards,
Frederic Bouvier wrote
-Original Message-
From: [mailto:fredfgf...@free.fr]
Sent: 28 February 2010 22:41
To: Flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Shaders experiments
What do you think of this effect :
http://www.youtube.com/watch?v=kUyH-4c0-qM
2010/2/28 Frederic Bouvier fredfgf...@free.fr:
What do you think of this effect :
Wow.
Congratulations, you are starting to beat graphics benchmark set by
Flight Simulator X.
--
Download Intel#174; Parallel Studio
If anyone here ever played Gran Turismo 5 Prologue/Time Trial
Demo/Whatever knows what a graphics API from 1998 is capable of ;)
On Sun, Feb 28, 2010 at 6:41 PM, Christian Buchner wrote:
2010/2/28 Frederic Bouvier
What do you think of this effect :
I think these effects look great.
As for the urban map, you could possibly do something with a transition
between this effect and actual models, as this effect obviously looks poor
from close up, while models kill framerate for large areas.
Good job, and I hope to see an improved version of this
hi james,
this is not at all how it should look like. i believe that either something is
wrong with lighting values in gl_FrontLightModelProduct / gl_LightSource[0]
or smoothstep() does not work correctly on your system.
i'm working on improving the shaders. i'll try to make a shader without
Strange colors on windows with ATI GPU, but here dominating color is red in
the crop shader.
I slightly modified the effects file and rendering gui to be able to enable
them one at a time.
both landmass and crop suffer from that, and it's triggered by camera
movement.
Unrelated comments :
Might
Can someone familiar with the current state of the shaders/effects
code inform me if I'm what I'm seeing in the following shots is:
- intended
- a known, generic bug (or work in progress)
- an issue to specific to my setup that I need to supply more
information about
On Dec 30, 2007 1:23 PM, Heiko Schulz [EMAIL PROTECTED] wrote:
But back too the forest and trees: are imposters are
possible way too, to get a good perfomance and
looking?
I'm not a big expert on imposters, but I'm wondering how well they would
work for trees. If you cook one tree into each
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Christian Mayer wrote:
Josh Babcock schrieb:
LeeE wrote:
On Sunday 30 December 2007 09:47, Detlef Faber wrote:
Hello,
Could it be that the overhead of rotating many simple billboard
objects accounts for the performance hit over an equivalent
Hi,
--- Tim Moore [EMAIL PROTECTED] schrieb:
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Christian Mayer wrote:
Josh Babcock schrieb:
LeeE wrote:
On Sunday 30 December 2007 09:47, Detlef Faber
wrote:
Hello,
Could it be that the overhead of rotating many
simple billboard
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