What's the a / b performance impact?
All to be taken with some caution, since it seems to be very hardware dependent
how expensive certain options are. For my new GTX 670M, I can't measure
performance without external tools because any terrain is always rendered with
vsync of 60 fps, and only
On 30 Dec 2012, at 08:55, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
What's the a / b performance impact?
snip
Similarly, the terrain roughness is based on a very cheap technique creating
an optical illusion rather than a proper heightmap (which is probably ~50
times faster than the
Stuart, one thing that caught me out earlier today with using 2D cloud
layers - while using a 2D layer and modifying visibility inside the
layer is working quite well, the edge (moving vertically) is very sharp.
I wonder if there's some technique to perturb the top and bottom of the
Perhaps we could use something similar for the trees? I.e. pass in a
uniform indicating which fraction of the texture sheet on the x-axis
should be color-rotated. The uniform can be taken from a property on
the material definition.
Ah, that's clever - I think that would do just fine.
On 29 Dec 2012, at 09:03, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
I guess we need to discuss just what we want to impement:
Based on how we do the light, we have
1) Rembrandt (multiple light sources)
2) Atmospheric light scattering (only one light source, but with
position/time
On Sat, Dec 29, 2012 at 9:03 AM, Renk Thorsten wrote:
As part of that I think I need to make some changes to the Basic
Weather to populate the appropriate properties. Thorsten - are the
properties documented anywhere?
No, not really :-( But I can write a summary for you.
If you have the
- AI Tanker enhancements to allow users to select from a range of
tanker models. This is particularly relevant for naval probe-equipped
aircraft, where there is a much greater variety of tanker types.
Could we also tighten the envelope in which we receive fuel? I did AAR with
the F-16
On Fri, Dec 21, 2012 at 12:06 PM, Renk Thorsten wrote:
It has emerged from forum discussions that gathering the goals for developers
so that people can synchronize efforts better and users know what to expect
would be a good idea. I've sort of been trying to do that previously, so I
might
On 28 Dec 2012, at 21:40, Stuart Buchanan stuar...@gmail.com wrote:
I'm very keen that the atmospheric light scattering and procedural
effects are merged fully into both the classic and Rembrandt
renderers, and would absolutely be part of any team effort to make it
happen. I'd really like
Hi Thorsten,
De : Renk Thorsten thorsten.i.r...@jyu.fi
Envoyé le : Vendredi 21 décembre 2012 13h06
It has emerged from forum discussions that gathering the goals for developers
so that people
can synchronize efforts better and users know what to expect
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