> I think that is what we have for now. You can do better by increasing
> your shadow map size to 8192 or 16384, but at the 16384 resolution my
> performance goes into the tank, and at 8192, there are still many shadow
> artifacts due to lack of resolution. (clearly blocky/xelated/aliasing
> ed
On 11 Apr 2012, at 20:48, gap...@gapalp.net wrote:
> pos = SGGeod::fromDeg(lonn->getDoubleValue(), latn->getDoubleValue());
> apt = FGAirport::findClosest(pos, maxRange, &filter);
> string id = apt->ident();
>
> The above results in id being the single nearest ICAO. Throw this in a loop
> and i
On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> 3) On my box, all three panels in the screen edges show the same image - not
> so on Fred's videos - is this the intended behaviour?
This is the important one - it means the multiple render targets isn't working,
so you have no chance of seeing
Thorsten wrote:
> > I think that is what we have for now. You can do better by increasing
> > your shadow map size to 8192 or 16384, but at the 16384 resolution my
> > performance goes into the tank, and at 8192, there are still many
> > shadow artifacts due to lack of resolution. (clearly
> > b
On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
>
> > 3) On my box, all three panels in the screen edges show the same image -
> > not so on Fred's videos - is this the intended behaviour?
>
> This is the important one - it means the multip
On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
> On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> > On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> >
> > > 3) On my box, all three panels in the screen edges show the same image -
> > > not so on Fred's videos - is this the intended
> The disappearing shadow was caused by the sun camera and range animation
> and was fixed a while back - can you confirm that you are using the very
> latest fg/sg/fgdata? And it's probably worth checking that you have the very
> latest nVidia drivers.
FG, SG and FGData are pulled and comp
On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
> On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
> > On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> > > On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> > >
> > > > 3) On my box, all three panels in the screen edges show the sa
On Wed, 11 Apr 2012 10:48:46 +0200, Christian wrote in message
<20120411084846.02ffa1456...@mail.sigmos.de>:
> Xplane's WorldEditor (WED), an opensource program,
..under the GPL like FlightGear? In that case we can simply
shanghai it into the FG tool suite. :o)
> BTW, is perfectly
> able to cr
> De: James Turner
>
> On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
>
> > 3) On my box, all three panels in the screen edges show the same
> > image - not so on Fred's videos - is this the intended behaviour?
>
> This is the important one - it means the multiple render targets
> isn't working,
> De: "Erik Hofman"
>
> On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
> > On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
> > > On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> > > > On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> > > >
> > > > > 3) On my box, all three pa
On Thu, 2012-04-12 at 10:43 +0200, Erik Hofman wrote:
> even GL_RGB16 works.
And therefore I propose this patch.
Erik
diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
index 1c6e77b..1c5ea0a 100644
--- a/src/Main/renderer.cxx
+++ b/src/Main/renderer.cxx
@@ -65,6 +65,7 @@
#include
#i
On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > De: "Erik Hofman"
> > even GL_RGB16 works.
>
> For all the buffers or only the normal buffer ?
I only tested the normal buffer.
> You're not supposed to have multiple render target of different element
> size. RGBA8 = 32bits, as wel
> De: "Erik Hofman"
> On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> >
> > What is your card brand and model ?
>
> It's a NVidia GeForce 9600GT
I think Emilian has the same card and I don't think he had these
problems. Maybe it's a good idea to collect user experience with
Rembrand
> The driver is somewhat older - as with anything which works fine on
> my computer, I'm reluctant to fiddle with it because on past
> occasions I have found myself struggling for a few days just to
> restore the previous state of the system when an update went wrong,
> and I simply don't have the
On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > De: "Erik Hofman"
> > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > >
> > > What is your card brand and model ?
> >
> > It's a NVidia GeForce 9600GT
>
> I think Emilian has the same card and I don't think he had thes
> De: "Erik Hofman"
>
> On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > > De: "Erik Hofman"
> > > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > >
> > > > What is your card brand and model ?
> > >
> > > It's a NVidia GeForce 9600GT
> >
> > I think Emilian has th
On Thu, 2012-04-12 at 11:35 +0200, Frederic Bouvier wrote:
> > De: "Erik Hofman"
> >
> > On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > > > De: "Erik Hofman"
> > > > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > > >
> > > > > What is your card brand and model ?
On Thu, 2012-04-12 at 11:31 +0200, Erik Hofman wrote:
> On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > > De: "Erik Hofman"
> > > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > >
> > > > What is your card brand and model ?
> > >
> > > It's a NVidia GeForce 9600GT
Hi John,
> zconf.h is taken care off,
Ok, that is good, but could you please
shared what you did. I think you mentioned
finding something about editing zconf.h...
Found what, where... what edits did you do?
This is to just HELP the NEXT person that
stumbles over this...
And may even get one
> > I came across a blog post that compares multiple ways to compress
> > the normals in an 8bit texture and I will try that shortly.
>
> That might be a good idea, at least to save texture memory.
This blog entry is now cited as reference in the Rembrandt wiki page.
-Fred
-
On Thursday 12 April 2012 11:24:23 Frederic Bouvier wrote:
> > De: "Erik Hofman"
> >
> > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > What is your card brand and model ?
> >
> > It's a NVidia GeForce 9600GT
>
> I think Emilian has the same card and I don't think he had these
Hi Geoff,
Hi Geoff,
A quick reply on the zconf.h "fix"
At line 287 change #ifdef 1 to #ifdef 0; info from tutorial on building FG
with MSVC 10 Express describes the change.
Bunch of todo's need my attention today, probably won't get back to this until
late this evening or tomorrow to d
I did note the results were slow. It can take up to 5 - 10 seconds to generate the list.
I am looking for a list of ICAOs that branch out from one's current airport within a radius. The below method returns what I want, albeit a bit slow. A listing of ICAOs would be OK, but generating a job with
On 12 Apr 2012, at 14:54, gap...@gapalp.net wrote:
> I did note the results were slow. It can take up to 5 - 10 seconds to
> generate the list.
>
> I am looking for a list of ICAOs that branch out from one's current airport
> within a radius. The below method returns what I want, albeit a bi
Hi folks,
I've been updating the CitationX , and suddenly Im getting this error
and the program segfaults.
calc_bearing is not a finite number : Speed nanpos : nan, nanwaypoint
43.8071, 11.2006
waypoint name rotateSegmentation fault
I've been trying for days to figure out what I changed to cause
Great! I will work with FGPositioned::findWithinRange to see what I can come up with that's hopefully more efficient.
gapalp
gap...@gapalp.net
Original Message Subject: Re: [Flightgear-devel] airport listFrom: James Turner Date: Thu, April 12, 2012 10:08 amT
> The amount of shadow I see depends on the angle of the view axis
> with the sunlight direction - under some angles I see dark
> shadows, under some
angles I see no shadows at all
Hi Thorsten,
I have the same bug when the skydome scattering shader is enable.
Are you sure you have disable sky
Am 12.04.2012 16:50, schrieb syd adams:
> I've been updating the CitationX , and suddenly Im getting this error
> and the program segfaults.
>
> calc_bearing is not a finite number : Speed nanpos : nan, nanwaypoint
> 43.8071, 11.2006
> waypoint name rotateSegmentation fault
The segfault should b
Hi,
> Really ? Do you manage to build 64bit executables with VS Express ?
Yes.
> Does it come with a 64bit compiler ?
>
No. But the Windows SDK 7.1 for 64Bit comes with the VS 2010 64 Bit compiler
and integrates with the VS Express environment.
I just downloaded your 64Bit 3rdParty for VS2010
Thorsten,
> I'll add that you get that either if an effect not converted to
> Rembrandt is used, or if the default shader has a build error and
> OSG fallback to fixed functions. So if the lightfield or the skydome
> is not enabled, check the console for a shader build error.
Another possibility
> 1) The shadows around the aircraft have a ragged egde. That I
> understand is a function of the shadow map size. I can't go beyond
> 4096, I get an error on the console trying to go higher - but 4096
> works fine with acceptable framerates, the edge is just a limit of
> my GPU and that is okay.
>
Wow, this works better, is simpler code, and is much faster! Plus it will be easy to allow the user to pass configurations such as range and airport type as mentioned, to suit GA planes or heavies. AirportInfoFilter filter; double maxRange = 300.0; FGPositioned::List results = FGPositioned
> I have the same bug when the skydome scattering shader is enable.
> Are you sure you have disable skydome scattering shader ?
Look, I literally wrote the part of the effect file that controls what shaders
run when the skydome shader is enabled and what shaders don't, I did a fair
share of th
> Will try. In any case, the information that some fallback code is
> probably be running is helpful already, I should be able to check
> this easily by setting gl_FragColor to blue in the shader that ought
> to be running and investigate from there.
If you can post a screenshot with the buffers d
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