Le lundi 11 juillet 2005 à 08:58 -0500, Corrubia, Stacie K a écrit :
> What am I doing wrong? I have sucessfully built scenery before but I
> wanted to change the terrain texture to desert.rgb so I set the material
> type to DryLake when using tgvpf.
>
> $terr_prep/tgvpf/tgvpf --tile=w087n30 --wo
What am I doing wrong? I have sucessfully built scenery before but I
wanted to change the terrain texture to desert.rgb so I set the material
type to DryLake when using tgvpf.
$terr_prep/tgvpf/tgvpf --tile=w087n30 --work-dir=LandMass
--material=DryLake --max-segment=400 /data/vmaplv0 noamer bnd p
Hi Jim
"Jim Wilson" writes
Innis Cunningham said:
> Hi All
> Tonight I thought I would texture the tail of an aircraft I am in
> the process of doing.The tail consists of three objects.The vertical
> stabilizer,upper and lower rudder.So as not to have one side of the fin
> back the front I fragmen
Innis Cunningham said:
> Hi All
> Tonight I thought I would texture the tail of an aircraft I am in
> the process of doing.The tail consists of three objects.The vertical
> stabilizer,upper and lower rudder.So as not to have one side of the fin
> back the front I fragmented the three objects and t
Hi All
Tonight I thought I would texture the tail of an aircraft I am in
the process of doing.The tail consists of three objects.The vertical
stabilizer,upper and lower rudder.So as not to have one side of the fin
back the front I fragmented the three objects and then devided the
fin into left and
Curtis L. Olson wrote:
Frederic Bouvier writes:
otherwise FG crash on Windows
Updated ...
Thanks.
Erik
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Frederic Bouvier writes:
> otherwise FG crash on Windows
Updated ...
--
Curtis Olson HumanFIRST Program FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org
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otherwise FG crash on Windows
Thanks,
-Fred
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On Wed, 09 Jul 2003 10:27:42 +1000
Bernie Bright <[EMAIL PROTECTED]> wrote:
>
> Perhaps we need separate low poly-count models suitable for use as AI
> aircraft. FS2k2 supports such a feature. Such models wouldn't need 3D
> cockpits or animations, although retracting landing gear and spinning
>
"Curtis L. Olson" <[EMAIL PROTECTED]> said:
> Bernie Bright writes:
> > Three 747 models parked at KSFO brought my system to a virtual halt. The
> > first two were okay, losing about 5 or 6 fps each. This was on a 32MB
> > GeForce2.
>
> I bet it is reloading the textures for each instance ... t
On Tue, 8 Jul 2003 21:07:40 -0400,
David Megginson <[EMAIL PROTECTED]> wrote in message
<[EMAIL PROTECTED]>:
> Jim Wilson writes:
>
> > Seems like we'd need a more aggressive LOD method to cut these
> > down.
>
> Or a really stupid one: build a very low-res version of each model,
> and refer
Bernie Bright writes:
> Just noticed those! There don't seem to be any problems, not even
> much of a framerate hit.
That's good news. We'll have to keep static aircraft at least as
simple as these 737's.
All the best,
David
--
David Megginson, [EMAIL PROTECTED], http://www.megginson.co
On Tuesday 08 July 2003 18:45, Lee Elliott wrote:
> On Wednesday 09 July 2003 00:53, Bernie Bright wrote:
> > On Tue, 08 Jul 2003 22:07:06 +0100
> >
> > Lee Elliott <[EMAIL PROTECTED]> wrote:
> > > On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote:
> > > > Lee Elliott writes:
> > > > > Hello all
On Tue, 8 Jul 2003 21:08:28 -0400
David Megginson <[EMAIL PROTECTED]> wrote:
> Bernie Bright writes:
>
> > Three 747 models parked at KSFO brought my system to a virtual halt. The
> > first two were okay, losing about 5 or 6 fps each. This was on a 32MB
> > GeForce2.
>
> Are you seeing any
On Wednesday 09 July 2003 00:53, Bernie Bright wrote:
> On Tue, 08 Jul 2003 22:07:06 +0100
> Lee Elliott <[EMAIL PROTECTED]> wrote:
>
> > On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote:
> > > Lee Elliott writes:
> > > > Hello all,
> > > >
> > > > While we're discussing texture sizes, I'd li
On Tue, 08 Jul 2003 20:22:24 -0500
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
> Bernie Bright writes:
> > Three 747 models parked at KSFO brought my system to a virtual halt. The
> > first two were okay, losing about 5 or 6 fps each. This was on a 32MB
> > GeForce2.
>
> I bet it is reloading
On Tue, 8 Jul 2003 21:08:28 -0400
David Megginson <[EMAIL PROTECTED]> wrote:
> Bernie Bright writes:
>
> > Three 747 models parked at KSFO brought my system to a virtual halt. The
> > first two were okay, losing about 5 or 6 fps each. This was on a 32MB
> > GeForce2.
>
> Are you seeing any
Bernie Bright writes:
> Three 747 models parked at KSFO brought my system to a virtual halt. The
> first two were okay, losing about 5 or 6 fps each. This was on a 32MB
> GeForce2.
I bet it is reloading the textures for each instance ... that would be
a bit inefficient ... it should be no proble
Jim Wilson writes:
> Seems like we'd need a more aggressive LOD method to cut these
> down.
Or a really stupid one: build a very low-res version of each model,
and reference both it and the original in a range node in an XML
wrapper.
All the best,
David
--
David Megginson, [EMAIL PROTECTE
Bernie Bright writes:
> Three 747 models parked at KSFO brought my system to a virtual halt. The
> first two were okay, losing about 5 or 6 fps each. This was on a 32MB
> GeForce2.
Are you seeing any problems with the three low-poly-count 737 models I
just parked there?
All the best,
Dav
On Tue, 8 Jul 2003 15:58:26 -0500
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
> I think we have some capacity (especially on higher end systems) for
> cranking more polygons. However, we need to be careful because we
> might find ourselves throwing 10-100 of these aircraft into a single
> scene
On Tue, 08 Jul 2003 22:07:06 +0100
Lee Elliott <[EMAIL PROTECTED]> wrote:
> On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote:
> > Lee Elliott writes:
> > > Hello all,
> > >
> > > While we're discussing texture sizes, I'd like to hear how people get on
> > >
> with
> > > high-poly models.
>
David Megginson <[EMAIL PROTECTED]> said:
> Lee Elliott writes:
>
> > Hmm... I just looked at a few in AC3D. Most the the models already in FG
are
> > < 3000 faces, except the ones I've done, and the Wright Flyer, which are all
> > 10,000 - 20,000 faces. The Sea Hawk is 'only' 5000.
>
> T
Lee Elliott writes:
> Hmm... I just looked at a few in AC3D. Most the the models already in FG are
> < 3000 faces, except the ones I've done, and the Wright Flyer, which are all
> 10,000 - 20,000 faces. The Sea Hawk is 'only' 5000.
That may or may not be OK for flyable models, but it's an
On Tuesday 08 July 2003 22:22, David Megginson wrote:
> Lee Elliott writes:
>
> > Is there any way to come up with a rough guidence figure?
>
> The untextured 737 model I just parked at KSFO has 392 vertices and
> 332 faces, according to Blender. That's
> way too high if we're going to use a re
Lee Elliott writes:
> Is there any way to come up with a rough guidence figure?
The untextured 737 model I just parked at KSFO has 392 vertices and
332 faces, according to Blender. That's
way too high if we're going to use a realistic number of planes.
For buildings, I try to stay under 8 face
On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote:
> Lee Elliott writes:
> > Hello all,
> >
> > While we're discussing texture sizes, I'd like to hear how people get on
with
> > high-poly models.
> >
> > While I have some problems if a lot of texture space is needed, I don't
seem
> > to ha
Lee Elliott writes:
> Hello all,
>
> While we're discussing texture sizes, I'd like to hear how people get on with
> high-poly models.
>
> While I have some problems if a lot of texture space is needed, I don't seem
> to have any trouble with what I'd consider to be high poly models.
>
> What
Hello all,
While we're discussing texture sizes, I'd like to hear how people get on with
high-poly models.
While I have some problems if a lot of texture space is needed, I don't seem
to have any trouble with what I'd consider to be high poly models.
What are other peoples experiences in this
On Fri, 4 Jul 2003, Innis Cunningham wrote:
> If you want to see what happens if you have a lot of AI aircraft have a look
> at FS2K2.Just flying around I get about 25fps but if I goto an airport with
> lots of AI A/C parked(many textures)I am lucky to get 7fps yet in FG I can
> get 60+fps no prob
Martin Spott <[EMAIL PROTECTED]> said:
> Christian Mayer <[EMAIL PROTECTED]> wrote:
>
> > At those cheap prices I can expect the people to upgrade when there's a
> > need for it. [...]
>
> I already noticed that there's a new culture on this planet that implies
> continuosly upgrading of everyt
Christian Mayer <[EMAIL PROTECTED]> said:
> Lee Elliott schrieb:
> >
> > I simply don't have any money to spend on anything other than bills and food,
> > and that's tricky.
>
> Well, that's sad.
>
> But I don't expect that there are many people who suffer from the same
> problem.
>
> I thin
Martin Spott schrieb:
Christian Mayer <[EMAIL PROTECTED]> wrote:
At those cheap prices I can expect the people to upgrade when there's a
need for it. [...]
I already noticed that there's a new culture on this planet that implies
continuosly upgrading of everything that is upgradable. But I think
Lee Elliott schrieb:
At those cheap prices I can expect the people to upgrade when there's a
need for it. And especially I can't expect to slow down development for
the majority of the users.
I simply don't have any money to spend on anything other than bills and food,
and that's tricky.
Well, t
Kris Feldmann wrote:
Often times upgrading one part means going to a whole new computer,
such as when the new part isn't supported by the motherboard, OS,
or something else. With laptops it's often impossible to upgrade
anything but RAM and disk. This means that a "$50 graphics card"
isn't really a
Hi Guys
I guess this leads to an interesting dilemma of were FG goes.
If you want scenery items and AI aircraft flying all over the place even
with the latest equipment you are going to have a slide show.
So do we continue to develop and hence force people to upgrade to keep up or
do you spilt th
Kris Feldmann <[EMAIL PROTECTED]> wrote:
> BTW Erik, does your box use an R5k or R10k (cpu)?
The CPU type itself does not make very much difference when you look at
FlightGear. Erik's box easily outperforms a fully equipped Octane MXI
that only has a 195 MHz CPU,
Martin.
--
Unix _IS_ us
Christian Mayer <[EMAIL PROTECTED]> wrote:
> At those cheap prices I can expect the people to upgrade when there's a
> need for it. [...]
I already noticed that there's a new culture on this planet that implies
continuosly upgrading of everything that is upgradable. But I think it's not
a good h
Innis Cunningham writes:
> With regard to texture sizes for instrument guages is it better(less
> demanding on the CPU/graphics card)to have a lot of small textures, or is it
> better to put them all on one large texture, or does it not matter.
Having 4 256x256 textures vs. 1 1024x1024 makes no
Often times upgrading one part means going to a whole new computer,
such as when the new part isn't supported by the motherboard, OS,
or something else. With laptops it's often impossible to upgrade
anything but RAM and disk. This means that a "$50 graphics card"
isn't really available to everyone
On Thursday 03 July 2003 21:52, Christian Mayer wrote:
> Richard A Downing FBCS schrieb:
> > On Thu, 03 Jul 2003 20:52:49 +0200
> > Christian Mayer <[EMAIL PROTECTED]> wrote:
> >
> >> IMHO we should require a card with T&L setup as minimum, i.e. GeForce
> >> class. And they should be able to han
Erik Hofman schrieb:
Christian Mayer wrote:
So go for big texture sizes.
Although my O2 can handle one texture to be up to 1024Mb, somehow I
would choose to put as many instrument(s) parts into one 256x256 texture
for the panel instruments. And if needed use a second or third texture.
As state
Christian Mayer wrote:
So go for big texture sizes.
Although my O2 can handle one texture to be up to 1024Mb, somehow I
would choose to put as many instrument(s) parts into one 256x256 texture
for the panel instruments. And if needed use a second or third texture.
Erik
Richard A Downing FBCS schrieb:
On Thu, 03 Jul 2003 20:52:49 +0200
Christian Mayer <[EMAIL PROTECTED]> wrote:
IMHO we should require a card with T&L setup as minimum, i.e. GeForce
class. And they should be able to handle a reasonable texture size.
I totally disagree with this idea. Lots of life
On Thu, 03 Jul 2003 20:52:49 +0200
Christian Mayer <[EMAIL PROTECTED]> wrote:
> IMHO we should require a card with T&L setup as minimum, i.e. GeForce
> class. And they should be able to handle a reasonable texture size.
I totally disagree with this idea. Lots of life left in TNT2s. It's not g
Darrell Walisser schrieb:
Hi Folks
With regard to texture sizes for instrument guages is it better(less
demanding on the CPU/graphics card)to have a lot of small textures, or
is it
better to put them all on one large texture, or does it not matter.
If you know all the textures will be used at th
On Thursday, July 3, 2003, at 01:00 PM,
[EMAIL PROTECTED] wrote:
Message: 9
Date: Thu, 03 Jul 2003 21:41:58 +0800
From: "Innis Cunningham" <[EMAIL PROTECTED]>
Subject: [Flightgear-devel] Texture Sizes
To: [EMAIL PROTECTED]
Message-ID: <[EMAIL PROTECTED]>
Content-Type: tex
Hi Folks
With regard to texture sizes for instrument guages is it better(less
demanding on the CPU/graphics card)to have a lot of small textures, or is it
better to put them all on one large texture, or does it not matter.
Cheers
Innis
I've been playing with the new ATI linux drivers recently. It turns
out that they have a performance problem that gets tickled by plib.
Plib allows you to pick wrapped or clamped texture borders when you
create your ssgTexture. To get the clamping, it uses the original
GL_CLAMP mode, instead of
Guys!
Have some problem
I render image to some texture and got texture pointer for example texture
128x128 RGBA
I need for this texture calculate each pixel luminance and after it compare
to some value
could you please tell me functions how to retrive image map data?
Thanx in advance
Bye
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