Well, if you introduce skeletal animation, I'd add: things flex (wings on a
glider, but also the arms of a pilot)
things scale and morph (drag chutes. Morph targets might work better?)
and perhaps in the future, things link two objects with a flexible chain, like
the aerotow. but that is wishful
It would be interesting to use skeletal animation to get rid of some
of the batch spam with complex multipart models. It wouldn't even
necessarily require reworking the model data -- we could initially do
the merge and bone attachment when a model is loaded.
What are the animation cases? So far I
> This doesn't happen when you click on another slider or when we start
> at 1. Should be something specific to landmass.
Tenuous, but:
Terrain and models are sent to the same shader code (terrain-haze.*) by the
effect file technique 5. To switch the detailed terrain rendering on, I used
the la
> Btw - with the recent GIT, I now get Rembrandt working with --prop:/sim/
> rendering/no-16bit-buffer=true in the commandline and a shadow map no
> larger than 4096x4096. I'm getting ~9-10 fps out at KSFO, about 14 in
> low vertex count situations like TNCM or a carrier - is that in the
> expecte
> Btw - with the recent GIT, I now get Rembrandt working with --prop:/sim/
> rendering/no-16bit-buffer=true in the commandline and a shadow map no
> larger than 4096x4096. I'm getting ~9-10 fps out at KSFO, about 14 in
> low vertex count situations like TNCM or a carrier - is that in the
> expecte
I searched and can't find anything to do this, but just wanted to make
sure it doesn't exist.
I have a property /instruments/b/index let's say it has a int value of 1
In my animation XML file I need to access an array, with the above
property being used as the index.
something like;
/instrume
> > Do you reproduce the problem I see ?
>
> Okay, found the problem with userarchive and eliminated it Now I
> see the same thing you describe, the model shader doesn't start up
> correctly, but all goes well once one just clicks the slider. The
> model shader doesn't seem to be doing anythin
> Do you reproduce the problem I see ?
Okay, found the problem with userarchive and eliminated it Now I see the
same thing you describe, the model shader doesn't start up correctly, but all
goes well once one just clicks the slider. The model shader doesn't seem to be
doing anything at all,
> > I have no idea too. It looks like an uninitialized value that get
> > one when we click on the slider. Do you reproduce the problem I see ?
>
> For some (yet to be determined) reason the shader settings are not
> archived on Flightgear exit in my local devel branch since my
> next-to-last upda
> I have no idea too. It looks like an uninitialized value that get one
> when we click on the slider. Do you reproduce the problem I see ?
For some (yet to be determined) reason the shader settings are not archived on
Flightgear exit in my local devel branch since my next-to-last update three
w
>
> > That problem goes away if landmass shader is disabled. The strange
> > thing is that when set to some value, the problem appears but as soon as
> > you click on the landmass slider, without changing the value, the
> > problem goes away too.
>
> Is this anything I could have caused? Because
> That problem goes away if landmass shader is disabled. The strange thing
> is that when set to some value, the problem appears but as soon as you
> click on the landmass slider, without changing the value, the problem
> goes away too.
Is this anything I could have caused? Because I have no idea
On Friday 27 April 2012 06:50:22 Renk Thorsten wrote:
>
> Thank you for the info - that's good to know (although admittedly I have to
> do some reading trying to understand what 'that' precisely is - the linked
> article is a bit opaque for me). Seems there's a lot to learn about the
> hidden secr
> I usually commit Thorsten's work. Will have a look in the next days.
This is in git now, with the duplicated technique removed
-Fred
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> Presumably all these effects could actually be done as one
> screenspace pass?
Please elaborate
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> > It also seems that some model are not lighted anymore :
> > http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif
>
> The only place models get the effect is if they go via
> Effects/model-default.eff if they're using their own effect file
> they are not in the scheme.
I was speaking about the
> > Thorsten,
> >
> > > > One comment - to avoid any problems with merge requests being
> > > > lost/ignored - who is this 'aimed' at? I.e who needs to review
> > > > it
> > > > and decide? I don't feel qualified, for example :)
> > > >
> > > > (But maybe I just merge it and see who complains ;)
> It also seems that some model are not lighted anymore :
> http://frbouvi.free.fr/flightsim/fgfs-haze-1.3.gif
The only place models get the effect is if they go via
Effects/model-default.eff if they're using their own effect file they are not
in the scheme.
In addition, neither the random bui
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