On Sat, Apr 28, 2012 at 9:28 PM, James Turner wrote:
> One thing I did notice - you're creating a state set for each bin, based on
> texture. I think you want to globally cache those by texture (all the other
> parameters are fixed anyway, right?), so that OSG can see that all the
> prim-sets in
On 28 Apr 2012, at 20:10, Stuart Buchanan wrote:
> 3) I've reduce the number of Drawables generated by reducing the quad
> tree depth from 3 to 2, and reducing the number of LoD leaf nodes from
> 10 to 4. James Turner - I'd be very interested if this change improves
> your framerates.
Sadly no (
> Heiko wrote:
> With todays GIT it seems to me that the buttons in all dialogs are much
> smaller
> than before- optical illusion, or does someone else noticed it?
I've noticed the same on every dialog, except advanced weather...
Gijs
Hi All,
I've made a couple of updates to the random buildings to address some
of the feedback received so far.
1) As suggested by Thorsten R. I've changed the placement algorithm
from random to a grid-like arrangement. This should allow faster
scenery generation, as it allows me to reduce the bu
DO NOT OPEN CONTAINS VIRUS
Probably not a good idea to repost URLs like this ;-(
Alan
-Original Message-
From: Gene Buckle
Sent: Saturday, April 28, 2012 1:22 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] (no subject)
On Sat, 28 Apr 2012, Pierre Mueller wrote
On Sat, 28 Apr 2012, Pierre Mueller wrote:
> http://benjamindegen.com/themes/cp_themes/default/7ho4coxe.php
> 4/28/2012 2:44:31 AM
Yet another Yahoo! email address falls. When will people learn and quit
using that stupid service? (along with AOL, Hotmail, etc...)
*grumbles*
g.
--
Proud own
http://benjamindegen.com/themes/cp_themes/default/7ho4coxe.php
4/28/2012 2:44:31 AM--
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Scott,
> I searched and can't find anything to do this, but just wanted to
> make sure it doesn't exist.
>
> I have a property /instruments/b/index let's say it has a int value
> of 1 In my animation XML file I need to access an array, with the above
> property being used as the index.
>
> somet
Chris
>
> It would be interesting to use skeletal animation to get rid of some of
the
> batch spam with complex multipart models. It wouldn't even necessarily
> require reworking the model data -- we could initially do the merge and
bone
> attachment when a model is loaded.
>
> What are the anim
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