- Scenery-terrain seems to cast shadows. Visible especially shortly
before dawn or shortly after dusk. Great feature if so, but seems
also need a lot of perfomance. Maybe it can be made switchable?
- Comparing different aircraft-models showed me, that not the general
number of vertices or
- Scenery-terrain seems to cast shadows. Visible especially shortly
before dawn or shortly after dusk. Great feature if so, but seems
also need a lot of perfomance. Maybe it can be made switchable?
- Comparing different aircraft-models showed me, that not the
general number of
The cost of shadows is the difference in fps between night and day, as
shadow rendering is disabled at night.
No moon shadows? I see a long discussion coming up about how unrealistic
this all is ;-)
Torsten
--
Am 03.04.2012 18:02, schrieb Gene Buckle:
On Tue, 3 Apr 2012, Martin Spott wrote:
Stuart Buchanan wrote:
How's the cockpit project going BTW?
Having a sponsor to pay the transport would be cool ;-)
Aside from that, we're looking for a couple of small (8-12 range),
bright and preferrably
Torsten wrote
The cost of shadows is the difference in fps between night and day, as
shadow rendering is disabled at night.
No moon shadows? I see a long discussion coming up about how unrealistic
this all is ;-)
Did we not have a discussion a while back about our nights being too
The phase of the moon is pretty much just the angle difference between the
sun light vector and the moon light vector. small angle = crescent moon,
zero angle = solar eclipse, 45 degree angle = 1/4 moon, 90 degree angle =
1/2 moon, 135 degree angle = 3/4 moon, 179 degree angle = full moon, 180
Before I say anything else, please know this work is hugely appreciated, and if
there's any more I can do to help, just ask.
With latest everything, as of a few minutes ago, something odd has happened:
http://files.goneabitbursar.com/fg/rembrandt-ati-mac-040412.png
Note
- the
Hi James,
a quick reply, to say that most likely, the shader with a problem is
sunlight.frag
Regards,
-Fred
- Mail original -
De: James Turner zakal...@mac.com
À: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Envoyé: Mercredi 4 Avril 2012 15:49:33
Too quick. If the 3 buffers show the same image, it's because Multi Render
Target (MRT) is not in action. The cause may be that technique 10 of
model-default or terrain-default is not chosen. If technique 11 or 12 are
used, because of a failed predicate. You get that.
The shadow is rendered in
On 4 Apr 2012, at 15:56, Frederic Bouvier wrote:
You disabled *all* shaders, right ?
--prop:/sim/rendering/shaders/quality-level=0
In my fgfsrc.
James
--
Better than sec? Nothing is better than sec when it comes
On 4 Apr 2012, at 15:56, Frederic Bouvier wrote:
The shadow is rendered in the image in sunlight.frag so this is not the
problem but the inputs are weird, so is the lighting.
You disabled *all* shaders, right ?
Just made (and pushed) a Simgear tweak to identify the shader names :)
No FG at hand, but from memory: that doesn't disable the skydome shader. You
can use --prop:/sim/rendering/shaders/skydome=false (IIRC) for that.
From: zakal...@mac.com
Date: Wed, 4 Apr 2012 16:04:11 +0100
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Apologies
Thank you James,
Can you push that to gitorious ?
Regards,
-Fred
- Mail original -
De: James Turner zakal...@mac.com
À: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Envoyé: Mercredi 4 Avril 2012 17:51:13
Objet: Re: [Flightgear-devel] Apologies to Fred -
Gijs de Rooy wrote:
From James Turner:
On 4 Apr 2012, at 15:56, Frederic Bouvier wrote:
You disabled *all* shaders, right ?
--prop:/sim/rendering/shaders/quality-level=0
No FG at hand, but from memory: that doesn't disable the skydome shader.
Oh yeah, isn't consistency a wonderful
You may also want to disable vegetation for better performance :
--prop:/sim/rendering/random-vegetation=0
Regards,
-Fred
- Mail original -
De: Gijs de Rooy gijsr...@hotmail.com
À: flightgear-devel@lists.sourceforge.net
Envoyé: Mercredi 4 Avril 2012 17:53:31
Objet: Re:
On 4 Apr 2012, at 17:00, Frederic Bouvier wrote:
Thank you James,
Can you push that to gitorious ?
Done.
Looking at the language docs, 'varying' in a fragment shader really is a
synonym for 'in', and hence, it makes sense (to me) that assignment to an input
is disallowed.
But I'm
On Wed, Apr 4, 2012 at 5:05 PM, Frederic Bouvier wrote:
You may also want to disable vegetation for better performance :
--prop:/sim/rendering/random-vegetation=0
Regards,
-Fred
Fred,
I'd like to help out fixing bugs/limitations in Rembrandt. Given
I wrote the random vegetation code, is
On 4 Apr 2012, at 17:00, Frederic Bouvier wrote:
Thank you James,
Can you push that to gitorious ?
Done.
Looking at the language docs, 'varying' in a fragment shader really
is a synonym for 'in', and hence, it makes sense (to me) that
assignment to an input is disallowed.
But
On 4 Apr 2012, at 17:22, Frederic Bouvier wrote:
It was part of a fix I pushed late yesterday night. My NVidia driver
didn't protest though.
Thank you for finding this and for the debugging help.
No problem, delighted to help any way I can.
I wasn't complaining at you, more at the state
Hi Stuart,
On Wed, Apr 4, 2012 at 5:05 PM, Frederic Bouvier wrote:
You may also want to disable vegetation for better performance :
--prop:/sim/rendering/random-vegetation=0
Regards,
-Fred
Fred,
I'd like to help out fixing bugs/limitations in Rembrandt. Given
I wrote the
Martin wrote:
Oh yeah, isn't consistency a wonderful good !? I'm offering a
virtual Whisky for the task of adding a switch just to disable
shaders ;-)
The original reason for that was discussed here:
http://code.google.com/p/flightgear-bugs/issues/detail?id=643
I've commited a fix
On 4 Apr 2012, at 17:22, Frederic Bouvier wrote:
It was part of a fix I pushed late yesterday night. My NVidia
driver
didn't protest though.
Thank you for finding this and for the debugging help.
No problem, delighted to help any way I can.
I wasn't complaining at you, more at
On Wed, 4 Apr 2012, James Turner wrote:
Guessing that writing to a 'varying' might be the issue, I made a temporary:
vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
And now everything looks good! The
De: Anders Gidenstam
On Wed, 4 Apr 2012, James Turner wrote:
Guessing that writing to a 'varying' might be the issue, I made a
temporary:
vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5,
0.0, 1.0 );
De: Martin Spott
Frederic Bouvier wrote:
You can try the last code with
--prop:/sim/rendering/no-16bit-buffer=true
jive: 12:18:06 ~ find .fgfs*
find: No match.
jive: 12:18:17 ~ env | grep \^FG
FG_HOME=/opt/FlightGear
FG_ROOT=/home/martin/SCM/FlightGear/fgdata
jive: 12:18:19 ~ fgfs
On Wed, Apr 4, 2012 at 5:40 PM, Frederic Bouvier wrote:
As for the performance, I have a vague recollection that you
say that the trees are first drawn alpha-tested and then
alpha-blended. Can you elaborate on this if it's true ?
Yes. There's some documentation describing how it works
in
De: Stuart Buchanan stuar...@gmail.com
On Wed, Apr 4, 2012 at 5:40 PM, Frederic Bouvier wrote:
As for the performance, I have a vague recollection that you
say that the trees are first drawn alpha-tested and then
alpha-blended. Can you elaborate on this if it's true ?
Yes. There's
Fred wrote:
PS: is there a volunteer to restore shadow settings in the GUI ?
Working on it ;)
--
Better than sec? Nothing is better than sec when it comes to
monitoring Big
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