Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Frederic Bouvier
Hi Stuart, On Wed, Apr 25, 2012 at 10:33 AM, Renk Thorsten wrote: Hm... I'm getting good performance, but the rendering of the random buildings do not seem to go via model-default.eff - they respond to the normal visibility, but not to the terrain haze layer, so they remain visible when

Re: [Flightgear-devel] Issue 717: Disabling advanced weather crashes the sim

2012-04-26 Thread Renk Thorsten
So, maybe we could find a better method of switching between the weather systems - though this isn't the main issue here. Using radio buttons or a drop-down list would be a more standard way to toggle between alternatives. Otherwise, just updating (and maybe moving) the button descriptions

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread James Turner
On 25 Apr 2012, at 14:56, Stuart Buchanan wrote: If you're going to be looking in the code anyway, the depth of the quad tree is set in some constants at the top of the SGBuildingBin.cxx file, and (IIRC) the LoD range is also set up there, so you could see if reducing the depth makes a

Re: [Flightgear-devel] An empassioned plea

2012-04-26 Thread Vic Marriott
Bj?rn Kesten said, I don't want no friggin' wizard to tell me what I can or can't do... ;) Is this a wind-up, or what. How can a simple request for developers to optimise their coding on new improvements end up with statements like this? I was hoping this thread had served it's purpose and

Re: [Flightgear-devel] An empassioned plea

2012-04-26 Thread Björn Kesten
Vic: I was kidding. B. -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Björn Kesten
Vivian: A combination of canopy features with individual features scattered around the edge? Just like in the Enemy Engaged series of helicopter sims? (See picture) http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-Engaged-Comanche-vs-Hokum-1.jpg I say this would be a viable

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Vivian Meazza
Björn Vivian: A combination of canopy features with individual features scattered around the edge? Just like in the Enemy Engaged series of helicopter sims? (See picture) http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy- Engaged-Comanche-vs-Hokum-1.jpg I say this

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Björn Kesten
Vivian: It surely isn't, but who cares, as long as it works. (It works very well in Enemy Engaged and still looks quite good, despite being from 1999 (original version).) B. -- Live Security Virtual Conference

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Stuart Buchanan
2012/4/26 Björn Kesten : Vivian: A combination of canopy features with individual features scattered around the edge? Just like in the Enemy Engaged series of helicopter sims? (See picture) http://www.nexgam.de/media/cache/nexgam/img/articles/8753/Enemy-Engaged-Comanche-vs-Hokum-1.jpg I

[Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Renk Thorsten
I've just created a merge request containing the recent work I've done for the haze shaders (haze in water shader, dust effect, Mie scattering on clouds, ...). The procedure described in the wiki to create a merge request did not work for me, I could not push a local branch containing my

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread James Turner
On 26 Apr 2012, at 13:20, Renk Thorsten wrote: I've just created a merge request containing the recent work I've done for the haze shaders (haze in water shader, dust effect, Mie scattering on clouds, ...). The procedure described in the wiki to create a merge request did not work

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need to pick on any one person, but if

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Emilian Huminiuc
On Thursday 26 April 2012 12:20:36 Renk Thorsten wrote: I've just created a merge request containing the recent work I've done for the haze shaders (haze in water shader, dust effect, Mie scattering on clouds, ...). The procedure described in the wiki to create a merge request did not work

Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-26 Thread Frederic Bouvier
Thorsten, One comment - to avoid any problems with merge requests being lost/ignored - who is this 'aimed' at? I.e who needs to review it and decide? I don't feel qualified, for example :) (But maybe I just merge it and see who complains ;) Not that you need to pick on any one

Re: [Flightgear-devel] Random Buildings

2012-04-26 Thread Mathias Fröhlich
Hi, On Thursday, April 26, 2012 08:32:19 James Turner wrote: On 25 Apr 2012, at 14:56, Stuart Buchanan wrote: If you're going to be looking in the code anyway, the depth of the quad tree is set in some constants at the top of the SGBuildingBin.cxx file, and (IIRC) the LoD range is also