Re: [Flightgear-devel] Till Busch's terrain shaders
Tim Moore wrote: I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. You can enable these effects with the property /sim/rendering/shader-experimental. Also, I've added checkboxes to the rendering dialog to access these effects, and shaders in general. Also, thanks to Till for cleaning up the effects file syntax. I was wondering if it would be a good idea to try to improve the current shaders since you state I know that he hasn't finished tuning them. Also I can't remember seeing any comments from him on this list which makes it hard to track down if any updates can be expected and if he actually appreciate updates to the current code. One thing I would like to do for instance is to clean up the code quite a bit to see what's actually going on. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Erik Hofman wrote: Tim Moore wrote: I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. You can enable these effects with the property /sim/rendering/shader-experimental. Also, I've added checkboxes to the rendering dialog to access these effects, and shaders in general. Also, thanks to Till for cleaning up the effects file syntax. I was wondering if it would be a good idea to try to improve the current shaders since you state I know that he hasn't finished tuning them. Also I can't remember seeing any comments from him on this list which makes it hard to track down if any updates can be expected and if he actually appreciate updates to the current code. One thing I would like to do for instance is to clean up the code quite a bit to see what's actually going on. Till went on vacation right around the time I checked his work in; I'm sure he'll have comments when he gets back. On the other hand, feel free to check in improvements. Tim -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Tim Moore wrote: Till went on vacation right around the time I checked his work in; I'm sure he'll have comments when he gets back. On the other hand, feel free to check in improvements. Ok, thanks. I'll do. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Erik Hofman wrote: I wrote: Ahh, that line should read: float n=0.06 + dot(nvL, a); instead of: float n=0.06 + dot(nvL[0], a); Which brings the frame rate back to what it was :-/ Maybe it might be a good idea to specify which of the effects you want to turn on or not? Chances are I could care less about the landmass effect and would rather see the water effects active. I just turned on the effects and noted that we now see snow above about 8,000 MSL. That would be real for winter but not summer. Where is this set? Can the snow lever be set by the season or date? Exciting improvements already! Dave P. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
I tried applying the patch and editing it to change float n=0.06 + dot(nvL[0], a); to float n=0.06 + dot(nvL, a);, but my framerate hasn't improved. What's the problem? Erik Hofman wrote: I wrote: Ahh, that line should read: float n=0.06 + dot(nvL, a); instead of: float n=0.06 + dot(nvL[0], a); Which brings the frame rate back to what it was :-/ Maybe it might be a good idea to specify which of the effects you want to turn on or not? Chances are I could care less about the landmass effect and would rather see the water effects active. I just turned on the effects and noted that we now see snow above about 8,000 MSL. That would be real for winter but not summer. Where is this set? Can the snow lever be set by the season or date? Exciting improvements already! Dave P. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Victhor Foster wrote: I tried applying the patch and editing it to change float n=0.06 + dot(nvL[0], a); to float n=0.06 + dot(nvL, a);, but my framerate hasn't improved. What's the problem? Probably that the shaders work differently than I expected and that the error triggered some code not to be executed causing some framerate improvement (but wrong terrain texture mapping) Like I said in another mail, framerates for me are also back to before with the fix. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Want a backtrace? Victhor Foster wrote: I tried applying the patch and editing it to change float n=0.06 + dot(nvL[0], a); to float n=0.06 + dot(nvL, a);, but my framerate hasn't improved. What's the problem? Probably that the shaders work differently than I expected and that the error triggered some code not to be executed causing some framerate improvement (but wrong terrain texture mapping) Like I said in another mail, framerates for me are also back to before with the fix. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Wed, 2009-08-19 at 09:44 -0600, dave perry wrote: I just turned on the effects and noted that we now see snow above about 8,000 MSL. That would be real for winter but not summer. Where is this set? Can the snow lever be set by the season or date? Exciting improvements already! Dave P. Its actually 2,000 meters MSL. See line 15 of Shaders/landmass.frag: const float snowlevel=2000.0; Ron -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Victhor Foster wrote: Want a backtrace? No, it's expected behavior. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Tim Moore wrote: I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. You can enable these effects with the property /sim/rendering/shader-experimental. Also, I've added checkboxes to the rendering dialog to access these effects, and shaders in general. Also, thanks to Till for cleaning up the effects file syntax. Just a heads up for anoyone who is willing to spent some time developing shaders; Please use vectors wherever and whenever possible since they are most likely to be hardware accelerated (either using MMX/SSE or using GPU hardware). This patch already doubles my frame rate: http://home.telfort.nl/sp004798/emh/fragshaders.diff Unfortunately I don't yet seem to have permissions to commit it myself. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Hi Erik, Erik Hofman wrote: This patch already doubles my frame rate: http://home.telfort.nl/sp004798/emh/fragshaders.diff This patch is probably not for everyone. At my end I'm reading the following message in the terminal: FRAGMENT glCompileShader FAILED FRAGMENT Shader infolog: 0(27) : error C7011: implicit cast from float to vec4 glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED Program Shaders/landmass.vert;Shaders/landmass.frag; infolog: Fragment info - 0(27) : error C7011: implicit cast from float to vec4 and the visual result looks quite not as expected :-) Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
With this patch, I get a number of No render bin number specified in render bin section No render bin name specified in render bin section Anybody else? Torsten -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Torsten Dreyer wrote: With this patch, I get a number of No render bin number specified in render bin section No render bin name specified in render bin section I already got them before the patch.. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Martin Spott wrote: This patch is probably not for everyone. At my end I'm reading the following message in the terminal: FRAGMENT glCompileShader FAILED FRAGMENT Shader infolog: 0(27) : error C7011: implicit cast from float to vec4 glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED Program Shaders/landmass.vert;Shaders/landmass.frag; infolog: Fragment info - 0(27) : error C7011: implicit cast from float to vec4 Odd, I would have expected to see the same error then. This was my first step into GLSL so chances are I did something wrong though. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Martin Spott wrote: This patch is probably not for everyone. At my end I'm reading the following message in the terminal: FRAGMENT glCompileShader FAILED FRAGMENT Shader infolog: 0(27) : error C7011: implicit cast from float to vec4 glLinkProgram Shaders/landmass.vert;Shaders/landmass.frag; FAILED Program Shaders/landmass.vert;Shaders/landmass.frag; infolog: Fragment info - 0(27) : error C7011: implicit cast from float to vec4 Ahh, that line should read: float n=0.06 + dot(nvL, a); instead of: float n=0.06 + dot(nvL[0], a); Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
I wrote: Ahh, that line should read: float n=0.06 + dot(nvL, a); instead of: float n=0.06 + dot(nvL[0], a); Which brings the frame rate back to what it was :-/ Maybe it might be a good idea to specify which of the effects you want to turn on or not? Chances are I could care less about the landmass effect and would rather see the water effects active. Erik -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Hi, On 08/09/2009 01:03 PM, Erik Hofman wrote: Torsten Dreyer wrote: With this patch, I get a number of No render bin number specified in render bin section No render bin name specified in render bin section I already got them before the patch.. Erik yes, I got this error also before the patch. Matthias -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Till Busch's terrain shaders
I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. You can enable these effects with the property /sim/rendering/shader-experimental. Also, I've added checkboxes to the rendering dialog to access these effects, and shaders in general. Also, thanks to Till for cleaning up the effects file syntax. Tim -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Tim Moore wrote I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. You can enable these effects with the property /sim/rendering/shader- experimental. Also, I've added checkboxes to the rendering dialog to access these effects, and shaders in general. Also, thanks to Till for cleaning up the effects file syntax. I'm sure it's all very good - but it breaks the MSVC9 build here. I'm checking. Vivian -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
I wrote: I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. You can enable these effects with the property /sim/rendering/shader- experimental. Also, I've added checkboxes to the rendering dialog to access these effects, and shaders in general. Also, thanks to Till for cleaning up the effects file syntax. I'm sure it's all very good - but it breaks the MSVC9 build here. I'm checking. Adding this: #include simgear/math/SGGeometry.hxx to simgear\scene\material\EffectBuilder.hxx works, but it might not be the right or best way to do it. Vivian -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Sat, Aug 8, 2009 at 5:26 AM, Tim Moore wrote: I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. You can enable these effects with the property /sim/rendering/shader-experimental. Also, I've added checkboxes to the rendering dialog to access these effects, and shaders in general. Also, thanks to Till for cleaning up the effects file syntax. I posted a quick youtube video to show the water reflection effects for those that haven't had a chance to pull the latest CVS changes and play with it themselves. I shot the video with my lousy android phone, so there's places where it's compression scheme doesn't show very well (compression by throwing away 95% of the video frames apparently ...) http://www.youtube.com/watch?v=wfRY1rmKDQofeature=channel_page This is a really neat effect! I've got some suggestions for tuning it, but it's pretty good as is. Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Saturday 08 August 2009 11:26:00 Tim Moore wrote: I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. These effects, in combination with our new 3d clouds, are a massive step forward in the realism of FG's outside world. No doubt there's some tuning and improvement to come, but even as it is just now, it looks fantastic. In fact, it's probably about good enough to convince me it's time for a graphics card upgrade so I can enjoy using them with my previous framerates :-) Thanks for all the hard work that's gone into them, and I look forward to seeing more (I'm sure the existing use is only scratching the surface of what can be achieved.) Cheers, AJ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Sat, Aug 8, 2009 at 1:23 PM, AJ MacLeod wrote: On Saturday 08 August 2009 11:26:00 Tim Moore wrote: I've committed a version of Till Busch's terrain effects, as seen at LinuxTag. I know that he hasn't finished tuning them, and I've changed his landmass effect to use the base terrain texture, which he's not entirely in agreement with :) Nevertheless, they are great examples of using the new effects framework. These effects, in combination with our new 3d clouds, are a massive step forward in the realism of FG's outside world. No doubt there's some tuning and improvement to come, but even as it is just now, it looks fantastic. In fact, it's probably about good enough to convince me it's time for a graphics card upgrade so I can enjoy using them with my previous framerates :-) Thanks for all the hard work that's gone into them, and I look forward to seeing more (I'm sure the existing use is only scratching the surface of what can be achieved.) For what it's worth, 3d clouds seem to run reasonably fast by themselves, but if you have 3d clouds + these new shader effects (or existing effects like rain/snow) then my frame rates come grinding to nearly a halt. Switching to 2d clouds with these new shader effects puts me back up to running fast again. Also 3d clouds + drawing to multiple cameras/windows is another thing that seems to bring the frame rates down substantially. Regards, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Hi, For what it's worth, 3d clouds seem to run reasonably fast by themselves, but if you have 3d clouds + these new shader effects (or existing effects like rain/snow) then my frame rates come grinding to nearly a halt. Switching to 2d clouds with these new shader effects puts me back up to running fast again. Also 3d clouds + drawing to multiple cameras/windows is another thing that seems to bring the frame rates down substantially. Regards, Curt. Yes, I noticed the same with the clouds and the rain. For a FGFS 2.0 we should solve that Regards HHS -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
I'm also suffering from the same problem. I can get nearly 25 fps without the new shaders/rain/snow. Hi, For what it's worth, 3d clouds seem to run reasonably fast by themselves, but if you have 3d clouds + these new shader effects (or existing effects like rain/snow) then my frame rates come grinding to nearly a halt. Switching to 2d clouds with these new shader effects puts me back up to running fast again. Also 3d clouds + drawing to multiple cameras/windows is another thing that seems to bring the frame rates down substantially. Regards, Curt. Yes, I noticed the same with the clouds and the rain. For a FGFS 2.0 we should solve that Regards HHS -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Saturday 08 August 2009 19:39:26 Victhor Foster wrote: I'm also suffering from the same problem. I can get nearly 25 fps without the new shaders/rain/snow. I would just like to clarify that I'm perfectly content with the drop in fps that I'm seeing - I think it's entirely commensurate with the improvement in visual appearance. In my local area (near EGPE, so not terribly built-up) I usually get just over 30 fps with 3d clouds, trees etc and the Buccaneer; it drops to a still usable 20-something with the latest shader effects in action (there's a good bit of sea around here of course...) I consider that quite acceptable, given that my graphics card is not exactly powerful by current standards (Nvidia 7300GS) Although high performance on lesser hardware is nice, I think it's reasonable enough to demand powerful hardware for the nicest eye candy. Cheers, AJ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Saturday 08 August 2009 19:55:19 Curtis Olson wrote: Hi AJ, Under a scenario with these shaders (and/or rainsnow), fly up into the 3d cloud lyaer so you are punching through the puffy clouds. Are you still getting 20 fps? I don't see much difference between flying above the puffy clouds and flying underneath them... possibly slightly lower fps when flying higher, but I can imagine several reasons for that. Overall, I'd say the new effects seem to have the kind of performance penalty that I'd expected, and are well worth it... one can always turn them off if necessary, anyway. Did I also forget to mention how much more fun flying is with the more realistic turbulence that was added a while back? :-) Cheers, AJ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Curtis Olson wrote: For what it's worth, 3d clouds seem to run reasonably fast by themselves, but if you have 3d clouds + these new shader effects (or existing effects like rain/snow) then my frame rates come grinding to nearly a halt. Switching to 2d clouds with these new shader effects puts me back up to running fast again. Also 3d clouds + drawing to multiple cameras/windows is another thing that seems to bring the frame rates down substantially. The last statement suggests to me that you're just maxing out your graphics card rather than something intrinsic to the 3d clouds vs. the new shaders. Do you see a change running the new shaders but no 3d clouds on single vs. multiple cameras/windows, in particular with high visibility? However, it's possible that the 3d clouds and trees are being loaded in a different way to the new shaders, in a way that is sub-optimal. I'm sure Tim will know :) So, we now have shaders for trees, clouds and terrain. Particles next? ;) -Stuart -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
On Sat, Aug 8, 2009 at 3:20 PM, Stuart Buchanan wrote: However, it's possible that the 3d clouds and trees are being loaded in a different way to the new shaders, in a way that is sub-optimal. I'm sure Tim will know :) So, we now have shaders for trees, clouds and terrain. Particles next? ;) Hi on my wish list for eye candy would be: 1. Shadows (aircraft shadows cast on to itself and onto the ground.) 2. Wet runways that reflect some sort of foggy, fuzzy something or other. Like glass effects except more wet runway-ish. 3. Proper landing lights that illuminate the scene. Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Till Busch's terrain shaders
Hi on my wish list for eye candy would be: 1. Shadows (aircraft shadows cast on to itself and onto the ground.) 2. Wet runways that reflect some sort of foggy, fuzzy something or other. Like glass effects except more wet runway-ish. 3. Proper landing lights that illuminate the scene. Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ All things that advanced materials and shaders will help to make possible. :) This is good stuff...even though it means I'll need a new gpu soon cheers! -- Jacob (aka Tuxklok) -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel