Am 14.04.2012 12:06, schrieb James Turner:
> On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:
>
>> I had a texture-size limiter for flightgear in the past. I have to dig it
>> out first.
> Okay, I think it would be a good thing to have anyway, since people have
> wildly varying amounts of GPU ram
>
>
On Sat, 14 Apr 2012, Stuart Buchanan wrote:
>
> I can see a difference - the 4096 rivets look more round and have
> fewer rendering artefacts.
>
Looks nicer too! :)
Is there a way to increase the resolutin of the texture used for the
aircraft "paint"? Right now it looks like some kid has been a
On Sat, Apr 14, 2012 at 1:47 PM, Olaf Flebbe wrote:
> Hi,
>
> Here are my screen shots, please compare:
>
> 4096x4096 Texture
> http://dl.dropbox.com/u/17221087/fgfs-screen-003.png
>
> 2048x2048 Texture
> http://dl.dropbox.com/u/17221087/fgfs-screen-005.png
I can see a difference - the 4096 rivet
Hi,
On Saturday, April 14, 2012 17:16:52 ThorstenB wrote:
> On 14.04.2012 15:18, Mathias Fröhlich wrote:
> > > Shader textures are loaded unconditionally, at least into main memory.
> > > Hopefully GPU loading is optional - but I'm not sure.
> >
> > Textures are loaded in main memory when the
On Sat, 14 Apr 2012, Frederic Bouvier wrote:
>>>
>> Fred, is there a reason the shadows on the instrument faces are so
>> jumpy?
>
> Probably :) one reason is the moving sun that few other games have
> (not speaking of flight simulators, of course)
>
Ok. :) I noticed the Anteworld demo of Outerra
On 14.04.2012 15:18, Mathias Fröhlich wrote:
> > Shader textures are loaded unconditionally, at least into main memory.
> > Hopefully GPU loading is optional - but I'm not sure.
>
> Textures are loaded in main memory when the model that references them
> is loaded. Handing textures over to OpenGL
Hi,
On Saturday, April 14, 2012 13:51:33 ThorstenB wrote:
> On 14.04.2012 13:08, Stuart Buchanan wrote:
> > I like the idea of resizing textures at model loading time a lot.
> >
> > The other option would be to switch the shader off. Presumably that
> > would not load the normal map into the GPU
> I don't think your analysis can be correct;
I don't particulary care. In my version of the shader, the problem is fixed for
good and performance is improved, I've posted the code which does it, if you
prefer your version of the code for whatever reason, be my guest. Likewise, if
you and Emil
Hi,
Here are my screen shots, please compare:
4096x4096 Texture
http://dl.dropbox.com/u/17221087/fgfs-screen-003.png
2048x2048 Texture
http://dl.dropbox.com/u/17221087/fgfs-screen-005.png
BTW: Are there really no rivets on the left side of the aircraft at the same
position?
Greetings,
Am 14.04.2012 um 13:08 schrieb Stuart Buchanan:
>
>
> -Stuart
>
> On 14 Apr 2012, at 11:06, James Turner wrote:
>
>> On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:
>>> But please have a look at these textures. I doubt that it makes sense to
>>> have a bump normal map twice the size of the live
On 14.04.2012 13:08, Stuart Buchanan wrote:
> I like the idea of resizing textures at model loading time a lot.
>
> The other option would be to switch the shader off. Presumably that
> would not load the normal map into the GPU.
Shader textures are loaded unconditionally, at least into main memor
> John wrote:
> How can I append the .tpj files to apt.dat?
You can export to .dat via File > Export apt.dat (IIRC). You can then merge
that output into apt.dat.
Or feed this single-airport .dat directly into TerraGear's genapts to build a
single airport. Or even combine
all your Ugandesian (
-Stuart
On 14 Apr 2012, at 11:06, James Turner wrote:
> On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:
>> But please have a look at these textures. I doubt that it makes sense to
>> have a bump normal map twice the size of the livery it is applied to.
>
> Ah, sorry, I agree this is unlikely :)
Hi,
On Saturday, April 14, 2012 11:05:10 James Turner wrote:
> On 14 Apr 2012, at 10:10, Mathias Fröhlich wrote:
> > But every image goes through our hands. We can just rescale this under
> > certain conditions. At least the uncompressed textures are unproblematic.
> > I would introduce some prop
On 14 Apr 2012, at 09:48, Olaf Flebbe wrote:
> I had a texture-size limiter for flightgear in the past. I have to dig it out
> first.
Okay, I think it would be a good thing to have anyway, since people have wildly
varying amounts of GPU ram
>
> But please have a look at these textures. I do
On 14 Apr 2012, at 10:10, Mathias Fröhlich wrote:
> But every image goes through our hands. We can just rescale this under
> certain
> conditions. At least the uncompressed textures are unproblematic.
> I would introduce some property that is evaluated in the image load callback
> than. Today
> Gene Buckle
>
> On Thu, 12 Apr 2012, Frederic Bouvier wrote:
>
> >
> > Here is a video with a steady view to see shadow stability.
> >
> > http://youtu.be/JtEXIn2yL94
> >
> > I also added 3 different sequences with different levels of
> > filtering.
> > Filtering is not yet configurable but is
Hi,
On Saturday, April 14, 2012 09:49:18 James Turner wrote:
> On 13 Apr 2012, at 23:28, Chris Forbes wrote:
> > Presumably you could just ask osg or the gl to discard the top mip
> > level(s) rather than altering the source art to work around apple's
> > driver bugs?
> Yeah, unfortunately I thin
On 13 Apr 2012, at 23:28, Chris Forbes wrote:
> Presumably you could just ask osg or the gl to discard the top mip level(s)
> rather than altering the source art to work around apple's driver bugs?
Yeah, unfortunately I think people want the high-res art for a reason - this
needs a runtime tes
Hi,
I had a texture-size limiter for flightgear in the past. I have to dig it out
first.
But please have a look at these textures. I doubt that it makes sense to have a
bump normal map twice the size of the livery it is applied to.
Olaf
> Presumably you could just ask osg or the gl to disca
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