[Flightgear-devel] Shaders: Urban Water= conflicting ?

2013-06-14 Thread grtuxhangar team
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-22 Thread thorsten . i . renk
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.

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-21 Thread HB-GRAL
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/ .

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-21 Thread Gary Carvell
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
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 -

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread ThorstenB
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Anders Gidenstam
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
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,

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gijs de Rooy
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Alan Teeder
-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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Martin Spott
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

Re: [Flightgear-devel] Shaders vs. frame rate;

2011-11-20 Thread Gary Carvell
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

Re: [Flightgear-devel] Shaders vs. frame rate; Was: Fixing fgfs-construct crashes

2011-11-19 Thread HB-GRAL
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

[Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Jari Häkkinen
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

Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Vivian Meazza
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

Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Gene Buckle
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

Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Jari Häkkinen
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

Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Jari Häkkinen
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

Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Hal V. Engel
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.

[Flightgear-devel] Shaders: Issue 294 not accepted?

2011-06-23 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders flicker

2011-04-20 Thread Arnt Karlsen
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

Re: [Flightgear-devel] Shaders flicker

2011-04-19 Thread Arnt Karlsen
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

Re: [Flightgear-devel] Shaders flicker

2011-04-19 Thread Robert
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

Re: [Flightgear-devel] Shaders flicker

2011-04-19 Thread Robert
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

[Flightgear-devel] Shaders flicker

2011-04-18 Thread David Glowsky
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

Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Christian Schmitt
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

Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Arnt Karlsen
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

Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Robert
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:

[Flightgear-devel] Shaders

2011-03-21 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders

2011-03-21 Thread Erik Hofman
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

Re: [Flightgear-devel] Shaders

2011-03-21 Thread Oliver Thurau
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

Re: [Flightgear-devel] Shaders

2011-03-21 Thread Roland Häder
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

Re: [Flightgear-devel] Shaders

2011-03-21 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders

2011-03-21 Thread Roland Häder
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.

Re: [Flightgear-devel] shaders heads up

2010-09-01 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-28 Thread 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 here that this makes the terrain

Re: [Flightgear-devel] shaders heads up

2010-08-27 Thread Tim Moore
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

Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread 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 only default shaders enabled. Really

Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread Frederic Bouvier
- 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

Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread 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 light or light direction here with

Re: [Flightgear-devel] shaders heads up

2010-08-24 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-23 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-23 Thread Tatsuhiro Nishioka
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

Re: [Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-23 Thread Frederic Bouvier
- 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

[Flightgear-devel] Shaders: implicit cast in function parameters causes fatal error

2010-08-22 Thread Tatsuhiro Nishioka
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

Re: [Flightgear-devel] shaders heads up

2010-08-19 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Erik Hofman
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier
- 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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-18 Thread Frederic Bouvier
- 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

Re: [Flightgear-devel] shaders heads up

2010-08-17 Thread HB-GRAL
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

Re: [Flightgear-devel] shaders heads up

2010-08-15 Thread James Turner
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

[Flightgear-devel] shaders heads up

2010-08-13 Thread Tim Moore
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

Re: [Flightgear-devel] Shaders and textures

2010-08-09 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders and textures

2010-08-08 Thread Frederic Bouvier
- 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

Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread Erik Hofman
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

Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
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-

Re: [Flightgear-devel] Shaders and textures

2010-08-07 Thread HB-GRAL
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));

[Flightgear-devel] Shaders and textures

2010-08-06 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders experiments

2010-03-19 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Shaders experiments

2010-03-19 Thread Erik Hofman
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

Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Erik Hofman
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

Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Erik Hofman
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

Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread HB-GRAL
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

Re: [Flightgear-devel] Shaders experiments

2010-03-18 Thread Torsten Dreyer
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

Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread HB-GRAL
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.

Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread Frederic Bouvier
- 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

Re: [Flightgear-devel] Shaders experiments

2010-03-13 Thread Erik Hofman
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

Re: [Flightgear-devel] Shaders experiments

2010-03-13 Thread Vivian Meazza
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

Re: [Flightgear-devel] Shaders experiments

2010-03-12 Thread Frederic Bouvier
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

Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread Vadym Kukhtin
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

Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread David Megginson
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

Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread evilslut
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

Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread Brant Gipson
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

Re: [Flightgear-devel] Shaders experiments

2010-03-01 Thread syd adams
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

[Flightgear-devel] Shaders experiments

2010-02-28 Thread Frederic Bouvier
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 --

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Durk Talsma
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

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Heiko Schulz
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

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread James Sleeman
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?

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread leee
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

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Frederic Bouvier
- 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,

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Vivian Meazza
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

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Christian Buchner
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

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Victhor
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 :

Re: [Flightgear-devel] Shaders experiments

2010-02-28 Thread Johnathan Van Why
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

Re: [Flightgear-devel] Shaders (Mac, nVidia 7300GT, latest CVS)

2009-08-31 Thread till busch
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

Re: [Flightgear-devel] Shaders (Mac, nVidia 7300GT, latest CVS)

2009-08-31 Thread Nicolas Quijano
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

[Flightgear-devel] Shaders (Mac, nVidia 7300GT, latest CVS)

2009-08-30 Thread James Turner
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

Re: [Flightgear-devel] shaders (was Re: 3D trees)

2007-12-31 Thread Curtis Olson
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

[Flightgear-devel] shaders (was Re: 3D trees)

2007-12-30 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [Flightgear-devel] shaders (was Re: 3D trees)

2007-12-30 Thread Heiko Schulz
Hi, --- Tim Moore [EMAIL PROTECTED] schrieb: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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