Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Renk Thorsten
There was so many wrong remarks , that i forgot that one: I am quoting you Only Rembrandt requires separate Rembrandt and no Rembrandt versions of aircraft. Are you unable or unwilling to acknowledge that point? Aren't you talking about stuff you don't know? An aircraft which has been

Re: [Flightgear-devel] I need a tiny bit of help if possible.

2013-04-30 Thread Arnt Karlsen
On Tue, 30 Apr 2013 07:02:52 +0100, Alex wrote in message dub122-ds225618437bfa38b6caf244de...@phx.gbl: Hello there, In the http://wiki.flightgear.org/Howto:Set_up_a_multiplayer_server article/page. I found on this line in the CompilingFGMS section: Once the program has

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread grtuxhangar team
Hello everybody Well, let's come to some example, then the users could appreciate There, a lot of snapshots i have just received from David (one of our team's member) Those snapshots were done with FG Git, and France 850 Scenery. Only the vegetation is being an old one , since getting some

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Renk Thorsten
Sorry it is not ALS Compliant. I think we covered that one early on in the discussion last week. Quoting myself: You'll have noticed that the ALS ubershader (short of inserting the tangent, normal and binormal attribute for normal maps which I understand really _must_ be airplane-side)

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Arnt Karlsen
On Tue, 30 Apr 2013 14:24:42 +0200, grtuxhangar wrote in message CAFEVUtBb=gxvwqaak1u7zzssgn26ndx88zbmg8+5sp1kdi-...@mail.gmail.com: Hello everybody Well, let's come to some example, then the users could appreciate There, a lot of snapshots i have just received from David (one of our

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread grtuxhangar team
Hello Arnt, A quick reply with my phone connected to a private server. .mainframe??? Details, please. right now a 8 cores AMD FX 8350 an ASROCK motherboard populated With 32 GB Mem Several hard disks with Raid 1 A SSD which takes the Linux System OPENSUSE 12.2 Everything in a huge box over

Re: [Flightgear-devel] I need a tiny bit of help if possible.

2013-04-30 Thread Geoff McLane
Hi Alex, Sorry, we recently moved the 'sample' config file to the directory contrib/etc, and changed its name to fgms_production.ske.conf, and 'forgot' ;=(( to update the source docs, and the wiki... I, or someone, will get around to fixing this documentation soonest... Since fgms has a

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Heiko Schulz
Now, sorry, FG snapshots With ALS and Without Rembrandt https://sites.google.com/site/grtuxhangarctd/other-download/ P-38_demo1.png Who said we don't need a specific version when using ALS ? I have to wonder- because you don't need a specific version for ALS! Use the shader as it is in

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread geneb
On Tue, 30 Apr 2013, Heiko Schulz wrote: Now, sorry, FG snapshots With ALS and Without Rembrandt https://sites.google.com/site/grtuxhangarctd/other-download/ P-38_demo1.png Who said we don't need a specific version when using ALS ? If I can't remember what ALS stands for, can I call it

Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-30 Thread Heiko Schulz
If I can't remember what ALS stands for, can I call it Lou Gehrig's Renderer? Is the name Charcot's Renderer to complicated for you? ;-) -- Introducing AppDynamics Lite, a free troubleshooting tool for

[Flightgear-devel] 2.10.1

2013-04-30 Thread Saikrishna Arcot
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Are there still any plans to release a 2.10.1? - -- Saikrishna Arcot -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.12 (GNU/Linux) Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/

[Flightgear-devel] Lightmap question

2013-04-30 Thread Thomas Albrecht
Dear shader experts, Can I have a single-channel lightmap, and still use a vec3d in my model.xml to end up with green or red (or whatever) light rendered? As in (roughly) on_screen_color[0] = lightmap-grey-value * vec3d[0] * texture[0] on_screen_color[1] = lightmap-grey-value * vec3d[1] *