Re: [Flightgear-devel] Particle engine
"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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Particle engine
- 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 just selective about who its friends are ! > -- > > ___ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
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 ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Particle engine
- 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 mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d