I really, really, really want to roll out the FlightGear-0.7.9 release
soon. I haven't posted an official release time table yet, but I will
do that in this message.
John Check writes:
> For sure. Just make sure you guys don't commit any major breakage
> to CVS this week ;)
LWCE/New Yor
On Tuesday 29 January 2002 05:08 pm, you wrote:
> I really, really, really want to roll out the FlightGear-0.7.9 release
> soon. I haven't posted an official release time table yet, but I will
> do that in this message.
>
> John Check writes:
> > For sure. Just make sure you guys don't commit
Curtis L. Olson wrote:
> Now - Feb 8 (this week and next) is the last chance to submit new
> features for the 0.7.9 version. Preferably I'd see more bug fixes
> than features in this time.
>
> Feb 9 - Feb 15: Everyone should be building from cvs and the trial
> tarballs and reporting any
Erik Hofman writes:
> BTW. Is it just me, or is the color gone from the non-texture scenery
> (F9) ? If i do that it's just grey-scale.
Uh oh, could this have been introduced when David converted the
materials file to materials.xml? I don't think it's a widely used
feature. I wouldn't be oppos
Curtis L. Olson writes:
> Uh oh, could this have been introduced when David converted the
> materials file to materials.xml? I don't think it's a widely used
> feature. I wouldn't be opposed to completely ripping it out. These
> days if your video hardware doesn't have reasonable texture y
> Erik Hofman writes:
>> BTW. Is it just me, or is the color gone from the non-texture scenery
>> (F9) ? If i do that it's just grey-scale.
> [...] These
> days if your video hardware doesn't have reasonable texture you need
> to consider investing $50 into a video card that does.
To explain wh
Martin Spott writes:
> To explain what Erik's talking about: You don't get an appropriate video
> card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
> upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
> FlightGear's textured scenerey without TRAM
Well
Curtis L. Olson wrote:
> Martin Spott writes:
>
>>To explain what Erik's talking about: You don't get an appropriate video
>>card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
>>upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
>>FlightGear's textured sce
Erik Hofman wrote:
>
> Curtis L. Olson wrote:
>
> > Martin Spott writes:
> >
> >>To explain what Erik's talking about: You don't get an appropriate video
> >>card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
> >>upgrade an Octane SSI to MXI cost more than $1000 - and you ca
Erik Hofman writes:
> So you're basically saying I am wasting my time ... I doubt that
> the 40 people downloading FlightGear 0.7.7 each month could be
> conviced to use crappy PC hardware just because it's cheap. I realy
> don't like that attitude and prefer to leave the hardware choice to
> You don't expect a software rendering 386 to give decent frame rates, do
> you?
Haven't tried that yet, because just the FGFS base is 50MB ... and that PC
only has a 100MB HD. My 486 doesn't do very well, due to software 3D.
If I come across an ISA 3D card spare, I try it ... it might be usabl
> >>To explain what Erik's talking about: You don't get an appropriate video
> >>card that you can use in an SGI for just $50. 2x 4 MByte Texture RAM to
> >>upgrade an Octane SSI to MXI cost more than $1000 - and you can't use
> >>FlightGear's textured scenerey without TRAM
> > In my last jo
Erik,
I want to clarify that I wasn't trying to speak ill of sgi or those
who use sgi computers. I was just responding to Martin Spott's
suggestion that it would cost $1000 to turn an Octane SSI into
something that could reasonably run FlightGear. And then pointing out
that for that $1000 you c
> Any, my real point here is that I personally do not care to work very
> hard to support a non-textured flightgear mode simply for the sake of
> old sgi hardware. However, if there are other reasons as well
> ... supporting notebook (few of which have 3d graphics), or to still
> support cards wi
Paul Deppe writes:
> Here's another scenario in which a non-textured world is useful: We develop
> IRIX software on an ("old") Indy R5K and an Indigo II to run on our Onyx RE2
> because the Onyx is not always available for development. It's much more
> productive to have a non-textured mode avai
Curtis L. Olson wrote:
> Erik,
>
> I want to clarify that I wasn't trying to speak ill of sgi or those
> who use sgi computers. I was just responding to Martin Spott's
> suggestion that it would cost $1000 to turn an Octane SSI into
> something that could reasonably run FlightGear. And then po
Erik Hofman writes:
> Anyway, I've discovered that allmost all of the ambient and diffuse
> colors in the materials.xml file hive the same value for r, g an b.
>
> I guess there has gone something wrong in the conversion of the
> file.
Ahhh, that actually looks like the source of the problem r
* [EMAIL PROTECTED] (Erik Hofman) [2002.01.31 14:14]:
> Curtis L. Olson wrote:
>
> >Erik,
> >
> >I want to clarify that I wasn't trying to speak ill of sgi or those
> >who use sgi computers. I was just responding to Martin Spott's
> >suggestion that it would cost $1000 to turn an Octane SSI into
Erik Hofman writes:
> I guess there has gone something wrong in the conversion of the file.
> Does anybody have the original still laying around?
The colours in the original were mostly not filled in either,
unfortunately. When you tweak the colours around, do you get anything
useful?
All t
Cameron Moore writes:
> Yes, this is definately wrong. I have a copy, but I'm not sure how old
> it is (prolly a couple months). I don't think it has all of the changes
> up to when it was removed. Anybody know how to retrieve it from the CVS
> Attic? Or...what are to chances of getting V
* [EMAIL PROTECTED] (David Megginson) [2002.01.31 15:32]:
> Cameron Moore writes:
>
> > Yes, this is definately wrong. I have a copy, but I'm not sure how old
> > it is (prolly a couple months). I don't think it has all of the changes
> > up to when it was removed. Anybody know how to retri
From: Alex Perry <[EMAIL PROTECTED]>
> It's also worth bearing in mind that
> (a) FGFS is currently not taking advantage of some SGI hardware features
Do you believe it might make sense to take these features into account for
FlightGear ? I had the impression that by using several 'abstraction l
> Well, the modern SGIs shouldn't have trouble running a recent version of
> FGFS. So we run on a SGI.
Yep, as long as you have lots of CPU cycles. I believe an R10k at 300 MHz is
minimum, also a MaxImpact/MXI graphics subsystem with maximum TRAM should be
recommended.
> PS: Is there a way to in
Martin Spott wrote:
>
> From: Alex Perry <[EMAIL PROTECTED]>
>
> > It's also worth bearing in mind that
> > (a) FGFS is currently not taking advantage of some SGI hardware features
>
> Do you believe it might make sense to take these features into account for
> FlightGear ? I had the impression
David Megginson writes:
> Erik Hofman writes:
>
> > I guess there has gone something wrong in the conversion of the file.
> > Does anybody have the original still laying around?
>
> The colours in the original were mostly not filled in either,
> unfortunately. When you tweak the colours aroun
Martin Spott writes:
> From: Alex Perry <[EMAIL PROTECTED]>
>
> > It's also worth bearing in mind that
> > (a) FGFS is currently not taking advantage of some SGI hardware
> > features
Alex, what sgi hardware features are you referring to, and are these
available on any of the machines our develo
David Megginson writes:
> To get the version from, say, November 30 2001, try something like
>
> cvs update -D20011130 materials
>
> That said, it's my mess, so I'll clean it up. I don't think I have
> the perl script I used for that conversion any more though.
Done. materials.xml sh
On Thursday 31 January 2002 04:09 pm, you wrote:
> * [EMAIL PROTECTED] (Erik Hofman) [2002.01.31 14:14]:
> > Curtis L. Olson wrote:
> > >Erik,
> > >
> > >I want to clarify that I wasn't trying to speak ill of sgi or those
> > >who use sgi computers. I was just responding to Martin Spott's
> > >su
> Alex, what sgi hardware features are you referring to, and are these
> available on any of the machines our developers have access to?
> I'm still not sure what special graphics features sgi provides (that
> something like a mid-hi level geforce card doesn't) that we'd be
> interested in.
I'm
> Someone should actually go through all the entries and pick
> appropriate non-texture colors for each material. I thought it would
> be intresting to taket the average of all the pixels in the texture,
> but never got around to seeing how well that would work. But it's
> something you could th
Martin Spott wrote:
> Anyway, even if someone optimizes FlightGear's use of unusual graphics
> hardware there will ever be the lack of CPU cycles, as even modern SGI
> Workstations run at moderate CPU speed. This gets pretty obvious when
> comparing frame rates of FlightGear running LaRCsim or J
Christian Mayer wrote:
> PS: Is there a way to install FGFS (+SimGear + PLIB + GLUT) on a Indy
> w/o root privileges? I'd like to try it at the university.
For source is easy, just place it in you home directory.
For tardist packages:
inst -r ~
this will change the root of the distribution t
Curtis L. Olson wrote:
> I'm still not sure what special graphics features sgi provides (that
> something like a mid-hi level geforce card doesn't) that we'd be
> interested in.
One thing I know of is default support for stereo glasses.
The rest is almost completely implemented in the new (PC
Alex Perry wrote:
>>Someone should actually go through all the entries and pick
>>appropriate non-texture colors for each material. I thought it would
>>be intresting to taket the average of all the pixels in the texture,
>>but never got around to seeing how well that would work. But it's
>>som
Alex Perry wrote:
>>Alex, what sgi hardware features are you referring to, and are these
>>available on any of the machines our developers have access to?
>>
>
>>I'm still not sure what special graphics features sgi provides (that
>>something like a mid-hi level geforce card doesn't) that we'd b
Erik Hofman writes:
> This aproach gives us a bonus level of detail:
> Create a treshold altitude at which all textures are removed (like F9
> was pressed) to gain some extra speed (fps).
On some hardware :-) the video card can do all the texture
calculations in parallel with everything else, so
Curtis L. Olson wrote:
> Erik Hofman writes:
>
>>This aproach gives us a bonus level of detail:
>>Create a treshold altitude at which all textures are removed (like F9
>>was pressed) to gain some extra speed (fps).
>>
>
> On some hardware :-) the video card can do all the texture
You don't g
Curtis L. Olson writes:
> On some hardware :-) the video card can do all the texture
> calculations in parallel with everything else, so there is very
> little performance difference with textures off vs on.
Perhaps more usefully, we could replace entire tiles with
appropriately-coloured rect
David Megginson wrote:
> Curtis L. Olson writes:
>
> > On some hardware :-) the video card can do all the texture
> > calculations in parallel with everything else, so there is very
> > little performance difference with textures off vs on.
>
> Perhaps more usefully, we could replace entire
Erik Hofman writes:
> Curtis L. Olson wrote:
>
> > Erik Hofman writes:
> >
> >>This aproach gives us a bonus level of detail:
> >>Create a treshold altitude at which all textures are removed (like F9
> >>was pressed) to gain some extra speed (fps).
> >>
> >
> > On some hardware :-) the video c
David Megginson writes:
> Curtis L. Olson writes:
>
> > On some hardware :-) the video card can do all the texture
> > calculations in parallel with everything else, so there is very
> > little performance difference with textures off vs on.
>
> Perhaps more usefully, we could replace entire
"Curtis L. Olson" wrote:
>
> Erik Hofman writes:
> > Curtis L. Olson wrote:
> >
> > > Erik Hofman writes:
> > >
> > >>This aproach gives us a bonus level of detail:
> > >>Create a treshold altitude at which all textures are removed (like F9
> > >>was pressed) to gain some extra speed (fps).
> > >
Curtis L. Olson writes:
> Getting the tile edges to match without gaps is always the challenge
> there.
At a sufficient distance, the problem might not be noticable.
All the best,
David
--
David Megginson
[EMAIL PROTECTED]
___
Flightgear-deve
David Megginson writes:
> Curtis L. Olson writes:
>
> > Getting the tile edges to match without gaps is always the challenge
> > there.
>
> At a sufficient distance, the problem might not be noticable.
What you really are talking about is an LOD scheme. From my
experience, the gaps end up be
Curtis L. Olson writes:
> Beyond that, if you are changing LOD of a tile, you have to consider
> what to do with all the objects on the surface of that tile. Do you
> let objects float or get buried, or do you let them float up and down
> as the underlying terrain changes ... none of these a
David Megginson writes:
> Curtis L. Olson writes:
>
> > Beyond that, if you are changing LOD of a tile, you have to consider
> > what to do with all the objects on the surface of that tile. Do you
> > let objects float or get buried, or do you let them float up and down
> > as the underlying
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