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
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 style close
to what is used
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
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
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 11:56 AM
Subject: Re: [Flightgear-devel] Lights was: Shadows
Roman Grigoriev wrote:
Sorry Erik
I don't want offend anyone
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)
: Re: [Flightgear-devel] Lights was: Shadows
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
- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 12:35 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
Roman Grigoriev wrote:
But I don't know about SGI - does
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 easy
- Original Message -
From: Martin Spott [EMAIL PROTECTED]
Newsgroups: list.flightgear-devel
To: flightgear-devel@flightgear.org
Sent: Wednesday, June 22, 2005 12:58 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
Roman Grigoriev wrote:
[...] because you can specify shaders
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)
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 this will
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
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 can of course darken them.
Algo (works
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 work
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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Flightgear-devel mailing list
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 work
- Original Message -
From: Gerard Robin [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
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 écrit
Le mardi 21 juin 2005 à 16:02 +0400, Roman Grigoriev a écrit :
- Original Message -
From: Gerard Robin [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 21, 2005 3:43 PM
Subject: Re: [Flightgear-devel] Lights was: Shadows
: [Flightgear-devel] Lights was: Shadows
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
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 give
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
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
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
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 real light, not a batch of enlighted vertex).
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 him
]
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 [EMAIL PROTECTED] wrote:
The problem at EGNM I mentioned
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
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 an
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
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
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 had
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), and
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
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
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] wrote:
Moving just a few inches any direction
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 getting with
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 problems that you
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 them for
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
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
often see it
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
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 running
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 lights. They
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
you
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
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
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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Flightgear-devel mailing list
[EMAIL PROTECTED]
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
you
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 the
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