Why is this not on facebook and twitter ?
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Hi All,
I'm currently editing the 2.10.0 Change Log, which I expect to use as
the basis for the release announcement text. Thank-you to everyone
who has been contributing items over the last 6 months.
I'm still re-wording and re-arranging some of the content, but the
current state can be found
Hi Torsten,
Thanks for making this happen in a timely manner. I have starred your
message so it floats at the top of my email inbox and will start looking at
packaging a release candidate in the next couple days I hope. Hopefully
Jenkins hasn't been completely rearranged again, but if it has we'
Am 17.01.2013 19:03, schrieb Torsten Dreyer:
> I'll post a message when I'm done.
Done.
Version 2.10.0 now lives on the release/2.10.0 branches on SimGear,
FlightGear and FGDATA to be released around the 17th of February.
SimGear and FlightGear next branches as well as FGDATA master branch are
Hi all,
today is the 17th of January and I am going to create the release
branches now
.
Please stay clear of the active runway and don't push anything to
FlightGear, SimGear and FGDATA on gitorious.
I'll post a message when I'm done.
Those, who are involved in the creation of release candidat
On 17 Jan 2013, at 16:31, Renk Thorsten wrote:
> Nevertheless, that would make 50 seem a rather harmless number. Especially
> when I'm going to assume that no one with a much older card will be able to
> run a shader with 6 overlay textures in anything resembling a usable
> framerate anyway.
> For example here on an nvidia 8800GT with 313.09 linux driver I have:
>
> MAX_VERTEX_UNIFORM_COMPONENTS 4096
> MAX_FRAGMENT_UNIFORM_COMPONENTS 2048
Nevertheless, that would make 50 seem a rather harmless number. Especially when
I'm going to assume that no one with a much older card will be able
Also see here for uniforms:
https://www.opengl.org/wiki/Uniform_(GLSL)
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On Thursday, January 17, 2013 13:16:03 Renk Thorsten wrote:
> I've recently come across the idea of using one generic sand or rock texture
> and selecting the particular hue desired by multiplying every pixel value
> with an (rgb) vector - so rather than two different-colored sands, we'd
> just sto
I've recently come across the idea of using one generic sand or rock texture
and selecting the particular hue desired by multiplying every pixel value with
an (rgb) vector - so rather than two different-colored sands, we'd just store
one texture and three numbers on disk (and potentially in GPU
Hi,
That's somethign that should be done in osg. There is an egl compile flag in
osg that enables use of egl. IMO this should at some point made a ron time
configuration instead of a compile time one.
Then what's left is providing egl bindings for opening a window. Which is
about 100 lines of
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