Hi Henri,
However your approach is questionable.
I can understand you are working on an other FlightGear variant for
yourself.
(...)
It is not the Atmospheric Light Scattering, we want.
Who is the 'we' you're claiming to represent? I look at the FGUK weekly flight
screenshots in the
On Thursday 25 April 2013 01:34:12 henri orange wrote:
It is not the Atmospheric Light Scattering, we want.
Referring to your explanation, and some other talks you had with Emilian (
who unfortunately gave up ), you are ignoring the flightgear users
community interest.
It is not the
On Thu, 25 Apr 2013 06:24:41 +, Renk wrote in message
e495a106ff5f31448739e79d34138c192a740...@mbs4.ad.jyu.fi:
Hi Henri,
However your approach is questionable.
..Stefan addressed this properly. ;o)
Please... can we keep some basic fairness and decency here?
..yes, but we also need
..yes, but we also need some patience with non-native English
writers who _should_ include their French etc original so we
don't get people wound up on questionable translations of things
that may warrant discussion
For the record, there is a repeating pattern here on and off list and I
Le jeudi 25 avril 2013 06:24:41 Renk Thorsten a écrit :
Hello, Renk
I hope you have the fairness to ask FredB to remove Rembrandt then as well,
because we need to ship the default rendering scheme such that users
without good graphics cards (the integrated intels for instance) can use FG
at
On Thursday 25 April 2013 14:45:05 henri orange wrote:
So, your long answer to explain you don't like Rembrandt and you prefer to
work on your own system, as just been underlined there by you.
Your conclusion is REMOVE REMBRANDT and keep up my own development
This clarify to everybody your
Thorsten
..yes, but we also need some patience with non-native English writers
who _should_ include their French etc original so we don't get people
wound up on questionable translations of things that may warrant
discussion
For the record, there is a repeating pattern here on and off
Hi, Stefen
On Thursday 25 April 2013 14:45:05 henri orange wrote:
So, your long answer to explain you don't like Rembrandt and you prefer
to
work on your own system, as just been underlined there by you.
Your conclusion is REMOVE REMBRANDT and keep up my own development
This clarify
On Thursday 25 April 2013 15:41:54 henri orange wrote:
Here is quoted Renk sentence himself:
I hope you have the fairness to ask FredB to remove Rembrandt then as well,
because we need to ship the default rendering scheme such that users
without good graphics cards...
I know, you
Hi Vivian,
I'm not going to address the high level debate, but I have some
specific comments.
On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
I think a more general concern would be that we seem to be developing 3 or 4
different Flightgears, in which different things work or not as the
On 25 Apr 2013, at 15:28, Stuart Buchanan stuar...@gmail.com wrote:
I've not had any time to look at the screenshot/terrasync directory issue. I
strongly suspect that I could fix it, but I only have so many hours in the
day,
and as mentioned before am spread pretty thin.
I suspect both of
Stuart
-Original Message-
From: Stuart Buchanan [mailto:stuar...@gmail.com]
Sent: 25 April 2013 15:28
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
Hi Vivian,
I'm not going to address the high level debate, but I have some
On Thursday 25 April 2013 15:41:54 henri orange wrote:
Here is quoted Renk sentence himself:
I hope you have the fairness to ask FredB to remove Rembrandt then as
well, because we need to ship the default rendering scheme such that
users without good graphics cards...
I know,
Stuart,
This could be the best news I heard today! :)
In addition to core developers, just a thought that just came to me while
reading today's mail:
IMHO I realize that the project lacks a Project Manager or at least a meeting
where priorities would be set for the Devs to fix/implement
Henri,
Thorsten only said, that _if_ you ask him to remove ALS because of
concern for users without good graphics cards, you should aks FredB as
well to remove Rembrandt, because the same argument would apply. Not
doing it just shows that different standards are applied which is simply
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
textures? The
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me. This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG would expose this.
Basically the bits at the very top of the tree
Hi Curt,
On Thu, Apr 25, 2013 at 9:42 PM, Curtis Olson wrote:
When I've seen the bits of pixels on the very edges of the transparent tree
areas it has sure looked like a texture wrapping issue to me. This is a
flag you can turn on/off at least at the low level of opengl and I'm sure
OSG
On Thu, Apr 25, 2013 at 3:28 PM, Stuart Buchanan wrote:
On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
Right now FG seems like a mess with lots of things which used to work
(tm):
Screenshot directory entry in the gui doesn't work
Ditto Terrasync directory
Stuart
Sent: 25 April 2013 22:24
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Atmospheric Light Scattering
On Thu, Apr 25, 2013 at 3:28 PM, Stuart Buchanan wrote:
On Thu, Apr 25, 2013 at 2:33 PM, Vivian Meazza wrote:
Right now FG seems like a mess with lots of
Stuart
On Tue, Apr 23, 2013 at 7:22 AM, Renk Thorsten wrote:
Definitely looks like it. Could you provide some further details on
this please:
a) Where are you seeing this ?
b) which materials file (dds ? regions? )
c) Have you deleted the Textures.high file to use lower resolution
Vivian,
Your description makes sense in conjunction with a mipmapping issue.
Think about how mipmapping works. The default mipmap generation algorithm
creates the 1/2 size image by averaging each 2x2 block of pixels in the
higher level down to 1 pixel in the next level. Then repeat, generating
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