Re: [Flightgear-devel] Particle engine

2005-03-17 Thread Martin Spott
"Roman Grigoriev" wrote:

> BTW Martin what videocard do you have?

Well, I myself have an SGI Octane2 running IRIX-6.5.22 with a VPro
(alias "Odyssey") V6, recently switched from an MXI.
Currently I'm sitting at a customers location where I use FreeBSD with
a Radeon9200 and XOrg-6.8.1. Here I have the opportunity to test-run
FlightGear form time to time as well,

Martin.
-- 
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Re: [Flightgear-devel] Particle engine

2005-03-17 Thread Roman Grigoriev

- Original Message - 
From: "Martin Spott" <[EMAIL PROTECTED]>
Newsgroups: list.flightgear-devel
To: 
Sent: Thursday, March 17, 2005 1:45 AM
Subject: Re: [Flightgear-devel] Particle engine


> "Roman Grigoriev" wrote:
>
> > This particle engine needs at least vertex program support
> > Talk with Curtis or fgfs maitainers about their plans to include shader
> > support in flightgear
> > I wish you GOOD LUCK ;)
> > I have talk with fgfs developers here but they refuse add shader support
in
> > fgfs - so u will stay with 98-99 year OpenGL rendering.
>
> Well, at least they list the "SGI Onyx2 with IR" as a supported
> platform and we all know that SGI is not _that_ much a precursor when
> it comes to implementing new OpenGL features into their mainstream
> operating system alias display server 
> _I_ didn't find any indication that the mentioned platform supports
> these features which means I have doubts that your conclusion is
> correct. Maybe someone else can shed some light on this topic ?

Ok I must admit that in publication they done on pure GL.
I made this conclusion because on home page they sad that VEE now support
GLSL.
But I think here is the way to go http://www.2ld.de/gdc2004/
they compute particle engine on GPU
BTW Martin what videocard do you have?
Roman



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Re: [Flightgear-devel] Particle engine

2005-03-17 Thread Martin Spott
"Roman Grigoriev" wrote:

> This particle engine needs at least vertex program support
> Talk with Curtis or fgfs maitainers about their plans to include shader
> support in flightgear
> I wish you GOOD LUCK ;)
> I have talk with fgfs developers here but they refuse add shader support in
> fgfs - so u will stay with 98-99 year OpenGL rendering.

Well, at least they list the "SGI Onyx2 with IR" as a supported
platform and we all know that SGI is not _that_ much a precursor when
it comes to implementing new OpenGL features into their mainstream
operating system alias display server 
_I_ didn't find any indication that the mentioned platform supports
these features which means I have doubts that your conclusion is
correct. Maybe someone else can shed some light on this topic ?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Particle engine

2005-03-16 Thread Roman Grigoriev

- Original Message - 
From: "Martin Spott" <[EMAIL PROTECTED]>
Newsgroups: list.flightgear-devel
To: 
Sent: Wednesday, March 16, 2005 12:09 PM
Subject: [Flightgear-devel] Particle engine


> They have really impressing demos on their site - but I have no idea if
> there is any use for FlightGear:
>
>   http://www.tml.hut.fi/~tilmonen/vee/

Hi Martin!
This particle engine needs at least vertex program support
Talk with Curtis or fgfs maitainers about their plans to include shader
support in flightgear
I wish you GOOD LUCK ;)
I have talk with fgfs developers here but they refuse add shader support in
fgfs - so u will stay with
98-99 year OpenGL rendering. Maybe it's good for voodoo or tnt class  cards,
but not for Geforce class cards. I propose to use two schemes in fgfs if
cards do not support shaders - use redering w/o them and if you have geforce
or radeon that support shaders - run fgfs with shader support and have 2004
year visual rendering. BTW I use shaders in my fgfs  - looks good. Now I
work on normal mapping and parallax mapping.- fgfs looks nicier and nicier.
but I can comment that we have very non optimal data structure - for
terrain - it built using GL_TRIANGLE_FAN and size of this fans is about 3 -
5 vertices. It's no good for modern hardware. Also I can notice that rivers
and roads built using GL_TRIANGLE_FANS but optimal layout for this structure
is GL_TRIANGLE_STRIP. Curtis, can you please comment this?
So shaders are great ;)
Thanx in advance
Bye
Roman








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