tom bonnell wrote:
hi
i am tryin to add some lights activated in dark like the ones in a4
aircraft...(red on top and a white in lg door) . I look at the
xml declerations of some structural models but I did not make it
work.. what I did was building simple ac model and xml to
hi
i am tryin to add some lights activated in dark like the ones in a4 aircraft...(red on top and a white in lg door) . I look at the xml declerations of some structural models but I did not make it work.. what I did was building simple ac model and xml to test scene with respect to b105 but
Roman Grigoriev wrote:
I would like to add support for them, just in the proper way. That's why
it is still in my TODO box. It's just the time ...
Here are a few things to consider:
1. Move the Shader class over to a new file (probably shader.cxx and
shader.hxx) in SimGear/simgear/screen
Martin Spott
> "Roman Grigoriev" wrote:
>
> > We can simply use ARB extension - that support on ATI and NV but if you
> want
> > get some boost knowing some aspects of architecture sometimes up to 30%
> you
> > can simple use vendor specific extentions.
>
> I simply fear exactly such proceeding
"Roman Grigoriev" wrote:
> We can simply use ARB extension - that support on ATI and NV but if you want
> get some boost knowing some aspects of architecture sometimes up to 30% you
> can simple use vendor specific extentions.
I simply fear exactly such proceeding this will manouvre FG into (a)
v
- Original Message -
From: "Martin Spott" <[EMAIL PROTECTED]>
Newsgroups: list.flightgear-devel
To:
Sent: Wednesday, June 22, 2005 12:58 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
> "Roman Grigoriev" wrote:
>
> > [...] because you can
"Roman Grigoriev" wrote:
> [...] because you can specify shaders that can be loaded to NV only or
> ATI only and during fgfs startup we can detect archtecture and load proper
> shader. for example using NV shaders on NV hardware can get 20% boost to
> framerate.
> and detection of hardware is so e
- Original Message -
From: "Erik Hofman" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions"
Sent: Wednesday, June 22, 2005 12:35 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
> Roman Grigoriev wrote:
>
> > But I don't know
sited some sites www.delphi3d.net
www.humus.ca http://developer.nvidia.com to see some examples.
Thanx in advance
Roman
- Original Message -
From: "Ampere K. Hardraade" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions"
Sent: Wednesday, June 22, 2005 11:
Roman Grigoriev wrote:
But I don't know about SGI - does this architecture support shaders at all?
So I think that if you add new classes to simgear people can start using
them and mekes things better.
SGI, ehm, well yes, sort of.
They invented the shaders, but only have a software (CPU)
impl
- Original Message -
From: "Erik Hofman" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions"
Sent: Wednesday, June 22, 2005 11:56 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows
> Roman Grigoriev wrote:
> > Sorry Erik
> > I don
Roman Grigoriev wrote:
Sorry Erik
I don't want offend anyone here
But If I know that shaders will be used sometimes in fgfs I will work on
them but there are a lot of work to do and if anyone colud help me we can
work on it. So I propose this http://fgfs.narod.ru/glsl.tar.gz as framework
for usin
On June 21, 2005 03:34 am, Roman Grigoriev wrote:
> to Harald JOHNSEN:
> spot lights in fgfs I had 3 years ago. they worked on vertex program and
> registercombiners but everyone afraid of vertex programs and multitexturing
> You can see some screens here http://fgfs.narod.ru
In my opinion, if the
ne 21, 2005 5:48 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
> Roman Grigoriev wrote:
>
> > But fgfs community refuse to use it :(
>
> You could have made it easier if you had adopted FlightGear's rules for
> platform independent OpenGL extension support, kept the code
Roman Grigoriev wrote:
But fgfs community refuse to use it :(
You could have made it easier if you had adopted FlightGear's rules for
platform independent OpenGL extension support, kept the code style close
to what is used in FlightGear, didn't add a new class at a place where
it doesn't be
Le mardi 21 juin 2005 à 16:26 +0400, Roman Grigoriev a écrit :
> I found some earlier version of renderer.cxx
> I sent it w/o testing with fgfs CVS
> if It doesn't work please reply me
> but you can see my source
>
OK, i will try to include it in fg 9.8 first,
i need only some delay, and i will
makefile
Now I start integrate FBO extension in Harald clouds code to make
render-to-texture more efficiently
- Original Message -
From: "Gerard Robin" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions"
Sent: Tuesday, June 21, 2005 3:43 PM
Subject: Re: [Fl
Le mardi 21 juin 2005 à 16:02 +0400, Roman Grigoriev a écrit :
> - Original Message -
> From: "Gerard Robin" <[EMAIL PROTECTED]>
> To: "FlightGear developers discussions"
> Sent: Tuesday, June 21, 2005 3:43 PM
> Subject: Re: [Flightgear-devel]
- Original Message -
From: "Gerard Robin" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions"
Sent: Tuesday, June 21, 2005 3:43 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
> Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a
Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
> to Harald JOHNSEN:
> spot lights in fgfs I had 3 years ago. they worked on vertex program and
> registercombiners but everyone afraid of vertex programs and multitexturing
> You can see some screens here http://fgfs.narod.ru
> But I w
> But I work on it and now I have runway lights, landing lights, relief
> mapping , DXT compression and another cool stuff that work on fragment
and
> vertex program
Where can one download the code?
Giles Robertson
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Le mardi 21 juin 2005 à 11:34 +0400, Roman Grigoriev a écrit :
> to Harald JOHNSEN:
> spot lights in fgfs I had 3 years ago. they worked on vertex program and
> registercombiners but everyone afraid of vertex programs and multitexturing
> You can see some screens here http://fgfs.narod.ru
> But I w
, June 21, 2005 9:38 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows
> On June 20, 2005 12:53 pm, Harald JOHNSEN wrote:
> > You are a genius, forget my previous reply.
> > We can't lighten pixels from the framebuffer because of the low
> > precision (8 bits) but we
On June 20, 2005 12:53 pm, Harald JOHNSEN wrote:
> You are a genius, forget my previous reply.
> We can't lighten pixels from the framebuffer because of the low
> precision (8 bits) but we can of course darken them.
> Algo (works better at full night) :
> 1) render the scene and all non emissive ge
Harald JOHNSEN wrote:
> Its quasi free, simple, support a million (fake) spot light ;)
I think the shadows are cool, but I think that being able to have
spotlights is just awesome. Perhaps we should start thinking about how
this will be implemented from the modeler's perspective. I can see the
Luca Masera wrote:
Thanks for the hint about the lights, I've contacted Grigoriev.
I've another question about the view. I've added some code to FlightGear to handle a headtracker
device but, when I've tested it the view coudln't pitch over 90 degrees up and down. Instead I would
that the view
Thanks for the hint about the lights, I've contacted Grigoriev.
I've another question about the view. I've added some code to FlightGear to handle a
headtracker
device but, when I've tested it the view coudln't pitch over 90 degrees up and down.
Instead I would
that the view it's free and (follo
On 9/22/04 at 11:12 AM Luca Masera wrote:
>Hi,
>
>There's a way to add a new light to FlightGear? I vould try to add a real
>landing light
>to the airplanes (a real light, not a batch of enlighted vertex).
>
>
I believe Roman Grigoriev managed to do this a while ago - you might try
emailing h
Luca Masera wrote:
> Sent: Wednesday, September 22, 2004 10:12 AM
> To: flightgear-devel
> Subject: [Flightgear-devel] Lights
>
>
> Hi,
>
> There's a way to add a new light to FlightGear? I vould try
> to add a real landing light
> to the airplanes (a r
Hi,
There's a way to add a new light to FlightGear? I vould try to add a real landing light
to the airplanes (a real light, not a batch of enlighted vertex).
Luca
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t; <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Friday, July 30, 2004 12:54 AM
Subject: Re: [Flightgear-devel] lights flaring on runways in FG
> Chris Metzler wrote:
> > On Thu, 29 Jul 2004 14:04:57 +0100
> > Jon Stockill
On Thursday 29 July 2004 05:08, Josh Babcock wrote:
> Chris Metzler wrote:
> > cc'ing this to make sure you see the reply . . .
> >
> > On Sat, 24 Jul 2004 17:07:55 +0200
> >
> > "Frederic Bouvier" <[EMAIL PROTECTED]> wrote:
> >>Lee Elliott replying to Josh Babcock:
> >>>I get the same ground poly
On Thursday 29 July 2004 03:06, Chris Metzler wrote:
> cc'ing this to make sure you see the reply . . .
>
> On Sat, 24 Jul 2004 17:07:55 +0200
>
> "Frederic Bouvier" <[EMAIL PROTECTED]> wrote:
> >Lee Elliott replying to Josh Babcock:
> >> I get the same ground poly problems that you seem to be gett
Jon Stockill wrote
> Sent: 29 July 2004 14:05
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] lights flaring on runways in FG
>
>
> Chris Metzler wrote:
> > On Thu, 29 Jul 2004 00:08:31 -0400
> > Josh Babcock <[EMAIL PROTECTED]> wr
Jon Stockill wrote:
Chris Metzler wrote:
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill <[EMAIL PROTECTED]> wrote:
The problem at EGNM I mentioned is on several NVidia based systems. As
I said though - it's nowhere near as severe as in those screenshots.
I'll try and grab an example tonight.
I'm
Chris Metzler wrote:
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill <[EMAIL PROTECTED]> wrote:
The problem at EGNM I mentioned is on several NVidia based systems. As
I said though - it's nowhere near as severe as in those screenshots.
I'll try and grab an example tonight.
I'm on an Nvidia card (
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill <[EMAIL PROTECTED]> wrote:
>
> The problem at EGNM I mentioned is on several NVidia based systems. As
> I said though - it's nowhere near as severe as in those screenshots.
> I'll try and grab an example tonight.
I'm on an Nvidia card (finally), an
Boris Koenig writes:
>
> That would at least make sense if I don't
> find _any_ plib app where I achieve more than 10-15 FPS with the
> nvidia card ;-)
I have many PLib applications that run at a rock steady 70hz, my
screen refresh rate, on a NVIDIA GeForce 2 in a PIII 733
> On the other hand I
Chris Metzler wrote:
On Thu, 29 Jul 2004 00:08:31 -0400
And I don't see any problem with the DC-3. I want to say that this
> is something odd about your drivers, but I'm too ignorant
> of this stuff to be sure. Is it only ATI people
that see this stuff? Do all ATI people see this stuff
Persona
Chris Metzler wrote:
On Thu, 29 Jul 2004 00:08:31 -0400
Josh Babcock <[EMAIL PROTECTED]> wrote:
Moving just a few inches any direction or changing the view angle makes
these things change wildly, or even go away. In fact, in the right spot
they will flicker on and off. They only seem to appear when
On Thu, 29 Jul 2004 00:08:31 -0400
Josh Babcock <[EMAIL PROTECTED]> wrote:
>
>
> Moving just a few inches any direction or changing the view angle makes
> these things change wildly, or even go away. In fact, in the right spot
> they will flicker on and off. They only seem to appear when I am over
Chris Metzler wrote:
Josh sent me along a few screenshots to illustrate the ground poly
bugginess he's seeing near airports. They can be found at:
http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
http://www.speakeasy.net/~cmetzler/fgfs-s
Chris Metzler wrote:
cc'ing this to make sure you see the reply . . .
On Sat, 24 Jul 2004 17:07:55 +0200
"Frederic Bouvier" <[EMAIL PROTECTED]> wrote:
Lee Elliott replying to Josh Babcock:
I get the same ground poly problems that you seem to be getting with
your
new
ATI driver, except I've been get
cc'ing this to make sure you see the reply . . .
On Sat, 24 Jul 2004 17:07:55 +0200
"Frederic Bouvier" <[EMAIL PROTECTED]> wrote:
>Lee Elliott replying to Josh Babcock:
>>
>> I get the same ground poly problems that you seem to be getting with
>> your
> new
>> ATI driver, except I've been getting
On Sunday 25 July 2004 23:39, Peter Larson wrote:
> > I get the same ground poly problems that you seem to be getting with your
>
> new
>
> > ATI driver, except I've been getting them for some time now.
> >
> > It actually only seems to be the airfield polys that are affected but
>
> you'll
>
> > o
> I get the same ground poly problems that you seem to be getting with your
new
> ATI driver, except I've been getting them for some time now.
>
> It actually only seems to be the airfield polys that are affected but
you'll
> often see it with airfields that are a long way away, to the extent that
On Sat, 24 Jul 2004 12:04:53 -0400
Josh Babcock <[EMAIL PROTECTED]> wrote:
>Frederic Bouvier wrote:
>>
>> Could you post screenshots ?
>>
>> -Fred
>
> If someone gives me an ftp site to put them on.
You may have already passed them to Ampere; but I have webspace I
use for just this purpose if y
Send them to me in an attachment.
Regards,
Ampere
On July 24, 2004 12:04 pm, Josh Babcock wrote:
> If someone gives me an ftp site to put them on.
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Lee Elliott wrote:
Are you able to fly at night i.e. when the sun is below the horizon? If I try
flying in these conditions FG starts but crashes once I get a few hundred
feet in the air and I think this is also due to the ATI drivers.
Yeah, that's the problem I get. Once the sun is below the h
Frederic Bouvier wrote:
I get the same ground poly problems that you seem to be getting with your
new
ATI driver, except I've been getting them for some time now.
It actually only seems to be the airfield polys that are affected but
you'll
often see it with airfields that are a long way away, to th
> I get the same ground poly problems that you seem to be getting with your
new
> ATI driver, except I've been getting them for some time now.
>
> It actually only seems to be the airfield polys that are affected but
you'll
> often see it with airfields that are a long way away, to the extent that
On Saturday 24 July 2004 15:35, Lee Elliott wrote:
> On Saturday 24 July 2004 14:38, Josh Babcock wrote:
> > Peter Larson wrote:
> > > Not sure this is the right forum, I'm getting coloured apostraphe
> > > shapes around 200 pixels high on the screen. They appear to be related
> > > to runway light
On Saturday 24 July 2004 14:38, Josh Babcock wrote:
> Peter Larson wrote:
> > Not sure this is the right forum, I'm getting coloured apostraphe shapes
> > around 200 pixels high on the screen. They appear to be related to runway
> > lights. They also appear while the sim is in the air.
> > I'm runn
Peter Larson wrote:
Not sure this is the right forum, I'm getting coloured apostraphe shapes
around 200 pixels high on the screen. They appear to be related to runway
lights. They also appear while the sim is in the air.
I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
GA-7VT
Not sure this is the right forum, I'm getting coloured apostraphe shapes
around 200 pixels high on the screen. They appear to be related to runway
lights. They also appear while the sim is in the air.
I'm running Windows XP Pro with a Radeon 9200SE video card and Gigabyte
GA-7VT600 motherboard. Dri
I've not even tried if moving the objects in (0,0,0)
makes them work fine. I'll try today (perharps, if
I've enought time).
About the textures problem I've asked some time
ago on the PLIB mailing list and we've found that
3dsMAX doesn't use a standard to read the rgb files.
So it seems that it loa
Hi,
I've couldn't answer more quickly because I couldn't
read the mail in the past two days. However, now I find
that I've not placed correctly the objects in (0,0,0) but
I leave them in the place that they will have to go (now I
understand because the one's in the elicopter are in
(0,0,0) and the
Luca Masera wrote:
> Hi,
>
> I'm working on a new aircraft model but I've some problems
> with the lights. I've tried to add the nav lights (like the ones
> in the c310u3a and p51d) but they become black, like the
> airplane, when the night falls. I'm working with 3dsMAX, maybe
> the problem is th
Hi,
I'm working on a new aircraft model but I've some problems
with the lights. I've tried to add the nav lights (like the ones
in the c310u3a and p51d) but they become black, like the
airplane, when the night falls. I'm working with 3dsMAX, maybe
the problem is the colour assgned to the objects
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