Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-30 Thread Renk Thorsten
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

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-30 Thread James Turner
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

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Renk Thorsten
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

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Renk Thorsten
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.

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread James Turner
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

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-29 Thread jean pellotier
- 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

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-28 Thread Stuart Buchanan
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

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-28 Thread James Turner
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

Re: [Flightgear-devel] Goals for the 3.0 release

2012-12-21 Thread Olivier
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