Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Renk Thorsten
Dear Mathias, But what I saw lately - especially from this finish guy - is noting close there. I continue to have a name (which is Thorsten), that name doesn't actually sound very Finnish, and that would be because I am actually German (I do live in Finland). There's no need to pretend you

Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Stefan Seifert
On Monday 28 January 2013 08:02:14 Renk Thorsten wrote: Any additional uniform takes time to be set up in the driver. Any code that is in the shader and that cannot be optimized away at *link* time of the shader may take registers which affects the partitioning and the amount of

Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Renk Thorsten
No, I think what he meant is that (without me ever even seeing shader code) something like: if (enable_light_scattering) { a = b + c; } compromises performance, even if light_scattering is disabled because the compiler would assign registers to this code (the a = b + c), even

Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Stefan Seifert
On Monday 28 January 2013 08:46:02 Renk Thorsten wrote: Well, yes, that I know - this is why the performance/quality steps in the framework utilize mostly different shaders rather than one shader with if-statements. But we were talking about *optional* usage of the framework making things

Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Renk Thorsten
Ah, now I understand what Mathias is after: That would be ok if this would be optional in the sense that it does not impact what is there performance wise. But since this is all runtime configured by an uebershader with a lot of uniforms this is not the case. Any additional feature

Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Emilian Huminiuc
On Monday, January 28, 2013 09:27:53 Renk Thorsten wrote: Ah, now I understand what Mathias is after: That would be ok if this would be optional in the sense that it does not impact what is there performance wise. But since this is all runtime configured by an uebershader with a lot of

Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread James Turner
On 28 Jan 2013, at 10:41, Emilian Huminiuc emili...@gmail.com wrote: Just to set things straight, models don't need to be modified. The local effect inheriting from model-combined*.eff needs to have those, and this is a workaround to Flightgear not handling graciously untextured models fed

[Flightgear-devel] Default shader level for 2.10

2013-01-28 Thread James Turner
Heads up: After some discussion / observation, I am going to change the default shader level for 2.10 (and probably next) to '1' instead of '3' '3' is causing folks with underpowered hardware to die, and not realise there's a setting they can tweak. I'd rather we make the default setting

Re: [Flightgear-devel] Default shader level for 2.10

2013-01-28 Thread Renk Thorsten
After some discussion / observation, I am going to change the default shader level for 2.10 (and probably next) to '1' instead of '3' (...) Comments / objections? Complete agreement, after looking at the Intel and Mac problems in the forum, I was about to suggest the same thing. * Thorsten

Re: [Flightgear-devel] Default shader level for 2.10

2013-01-28 Thread Stuart Buchanan
Agreed, though I think the GUI is Gijs' work rather than mine. -Stuart -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with

[Flightgear-devel] Ati viewport bug

2013-01-28 Thread James Turner
http://code.google.com/p/flightgear-bugs/issues/detail?id=385 Is about a problem with the viewport behaving very oddly, in certain Ati catalyst drivers. A kind person has worked out a hack, which fixes the issue, or at least avoids it. It add an empty, pre-render camera to the scene, which I

Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread Torsten Dreyer
Any chance to wrap this into something like if( true == getprop(/sim/use-ati-hack) ) { addTheEmptyPrerenderCamera(); } else { doNothing(); } Am 28.01.2013 18:56, schrieb James Turner: http://code.google.com/p/flightgear-bugs/issues/detail?id=385 Is about a problem with the viewport

Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread James Turner
On 28 Jan 2013, at 19:09, Torsten Dreyer tors...@t3r.de wrote: Any chance to wrap this into something like if( true == getprop(/sim/use-ati-hack) ) { addTheEmptyPrerenderCamera(); } else { doNothing(); } Yes of course, that's probably wise. James

Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread Curtis Olson
On 28 Jan 2013, at 19:09, Torsten Dreyer wrote: Any chance to wrap this into something like if( true == getprop(/sim/use-ati-hack) ) { addTheEmptyPrerenderCamera(); } else { doNothing(); } On Mon, Jan 28, 2013 at 4:42 PM, James Turner wrote: Yes of course, that's probably

Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread James Turner
On 28 Jan 2013, at 22:52, Curtis Olson curtol...@flightgear.org wrote: On Mon, Jan 28, 2013 at 4:42 PM, James Turner wrote: Yes of course, that's probably wise. This does mean that the default behavior is still broke for the people we are trying to help with this, but it at least offers

Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Mathias Fröhlich
On Monday, January 28, 2013 09:27:53 Renk Thorsten wrote: Ah, now I understand what Mathias is after: That would be ok if this would be optional in the sense that it does not impact what is there performance wise. But since this is all runtime configured by an uebershader with a lot of

Re: [Flightgear-devel] Color-shifts for textures

2013-01-28 Thread Renk Thorsten
You may be right that I did not pick the exactly right person for every line of code. But I also did not get the completely wrong one as you never cared for the state of the art even if being pointed to. Quoting myself: You did no such thing, Mathias. You gave a completely