Re: [Flightgear-devel] The state of Wayland and Flightgear

2013-01-17 Thread Mathias Fröhlich
Hi, That's somethign that should be done in osg. There is an egl compile flag in osg that enables use of egl. IMO this should at some point made a ron time configuration instead of a compile time one. Then what's left is providing egl bindings for opening a window. Which is about 100 lines of

[Flightgear-devel] Color-shifts for textures

2013-01-17 Thread Renk Thorsten
I've recently come across the idea of using one generic sand or rock texture and selecting the particular hue desired by multiplying every pixel value with an (rgb) vector - so rather than two different-colored sands, we'd just store one texture and three numbers on disk (and potentially in

Re: [Flightgear-devel] Color-shifts for textures

2013-01-17 Thread Emilian Huminiuc
On Thursday, January 17, 2013 13:16:03 Renk Thorsten wrote: I've recently come across the idea of using one generic sand or rock texture and selecting the particular hue desired by multiplying every pixel value with an (rgb) vector - so rather than two different-colored sands, we'd just store

Re: [Flightgear-devel] Color-shifts for textures

2013-01-17 Thread Emilian Huminiuc
Also see here for uniforms: https://www.opengl.org/wiki/Uniform_(GLSL) -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with

Re: [Flightgear-devel] Color-shifts for textures

2013-01-17 Thread Renk Thorsten
For example here on an nvidia 8800GT with 313.09 linux driver I have: MAX_VERTEX_UNIFORM_COMPONENTS 4096 MAX_FRAGMENT_UNIFORM_COMPONENTS 2048 Nevertheless, that would make 50 seem a rather harmless number. Especially when I'm going to assume that no one with a much older card will be able to

Re: [Flightgear-devel] Color-shifts for textures

2013-01-17 Thread James Turner
On 17 Jan 2013, at 16:31, Renk Thorsten thorsten.i.r...@jyu.fi wrote: Nevertheless, that would make 50 seem a rather harmless number. Especially when I'm going to assume that no one with a much older card will be able to run a shader with 6 overlay textures in anything resembling a usable

[Flightgear-devel] Heads up: release branch creation startet NOW

2013-01-17 Thread Torsten Dreyer
Hi all, today is the 17th of January and I am going to create the release branches now . Please stay clear of the active runway and don't push anything to FlightGear, SimGear and FGDATA on gitorious. I'll post a message when I'm done. Those, who are involved in the creation of release

Re: [Flightgear-devel] Heads up: release branches are ready,

2013-01-17 Thread Torsten Dreyer
Am 17.01.2013 19:03, schrieb Torsten Dreyer: I'll post a message when I'm done. Done. Version 2.10.0 now lives on the release/2.10.0 branches on SimGear, FlightGear and FGDATA to be released around the 17th of February. SimGear and FlightGear next branches as well as FGDATA master branch are

Re: [Flightgear-devel] Heads up: release branches are ready,

2013-01-17 Thread Curtis Olson
Hi Torsten, Thanks for making this happen in a timely manner. I have starred your message so it floats at the top of my email inbox and will start looking at packaging a release candidate in the next couple days I hope. Hopefully Jenkins hasn't been completely rearranged again, but if it has

[Flightgear-devel] 2.10.0 Changelog - help required

2013-01-17 Thread Stuart Buchanan
Hi All, I'm currently editing the 2.10.0 Change Log, which I expect to use as the basis for the release announcement text. Thank-you to everyone who has been contributing items over the last 6 months. I'm still re-wording and re-arranging some of the content, but the current state can be