Bertrand,
apparently I am really doing a bad job expressing myself.
> After having read this long post, I had mixed feelings. Posts that
> start by something like "First of all, I find that you are all doing a
> great job" are, in most cases, intended to tell the exact opposite.
This is not on
On Monday 23 April 2012 07:05:58 Renk Thorsten wrote:
> See above. All I can say is that I am really, genuinely frustrated with the
> way this is going, and so I will simply put the matter to rest, restrict
> myself to making my own set of shaders faster and just shut up.
Please don't. Framerate
On Sunday 22 April 2012 14:46:09 Bertrand Coconnier wrote:
> And if, at the end of the day, your
> change is not included in FG, will it be that terrible ?
As a user, I would answer this with yes. Water looks fantastic in FG but it's
also taking quite some toll in performance. Since performance
Emilian,
> All the sine stuff happens in the fragment shader, so performance is
> directly related to the amount of screen pixels covered by water, not on the
> amount of vertices. Maybe just testing the pixel depth against the fog
> distance
> might bring some performance in fogged scenarios, wh
>>> Personally, I'd build the best white-box machine I could afford and throw
>>> Linux on it. <<<
Hi Gene,
Once again the point is being missed.
Things like food and shelter are higher up the finances queue than another
computer set-up. Those of you who can afford such luxuries might like to
Thorsten wrote:
> Vivian: "I'm sure this is all very well and good - but what are we meant
to be
> testing/doing/patching? Your last patch was all very good - except it only
> worked with advanced weather, so I was forced to abandon it."
>
> Needless to say, the last patch did not 'only work wit
On 22 Apr 2012, at 15:06, Vic Marriott wrote:
> James, I think you have an advantage in that you run Linux on your Mac, so
> you can utilise the best of both worlds.
Actually I don't - it's OS-X all the way for me, in terms of running FG. I have
Linux VMs to check builds, but there's no OpenGL
> There's the problem Thorsten. I didn't have the info or the knowledge to
> do the second bit.
Neither you nor Emilian honestly could have come up with something like this?
=
var setBasicWeatherScattering = func {
# establish the minimum cloud cover
var max_cover = 5;
for
ThorstenB wrote:
> But to be honest, it neither works with central terrasync scenery. We
> could never push any updates (such as introducing terrasync scenery with
> the new EDDF runway) without immediately breaking consistency with all
> previously released FG versions (= their base packages).
W
While the water shader is a visual effect, is there any way to translate
that in to a "physical" wave that would interact with water craft?
g.
--
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Some peo
On Mon, 23 Apr 2012, Vic Marriott wrote:
Personally, I'd build the best white-box machine I could afford and
throw Linux on it. <<<
>
> Hi Gene,
>
> Once again the point is being missed.
>
> Things like food and shelter are higher up the finances queue than
> another computer set-up. T
On Mon, Apr 23, 2012 at 1:17 AM, HB-GRAL wrote:
> Just a small question because I’m currently looking to OSM street data
> and try to use it for scenery creation ... in your last screenshot of
> your improvements I still see buildings on streets (not the streets on
> urban textures, I mean the "rea
On Mon, Apr 23, 2012 at 3:16 AM, Vic Marriott wrote:
> Things like food and shelter are higher up the finances queue than another
> computer set-up.
>
When I take a look at my family (of 4) finances, I see that for what we
spend on food each month (not including going out to eat which doesn't
ha
Can we just settle for a general "do as much performance optimization
as feasible" approach?
Btw:
Is the multithreading feature being actively worked on?
It would at least help to bring modern multi-core CPUs to bear.
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