On Sat, 14 Apr 2012, Frederic Bouvier wrote:
>>>
>> Fred, is there a reason the shadows on the instrument faces are so
>> jumpy?
>
> Probably :) one reason is the moving sun that few other games have
> (not speaking of flight simulators, of course)
>
Ok. :) I noticed the Anteworld demo of Outerra
> Gene Buckle
>
> On Thu, 12 Apr 2012, Frederic Bouvier wrote:
>
> >
> > Here is a video with a steady view to see shadow stability.
> >
> > http://youtu.be/JtEXIn2yL94
> >
> > I also added 3 different sequences with different levels of
> > filtering.
> > Filtering is not yet configurable but is
On Thu, 12 Apr 2012, Frederic Bouvier wrote:
>
> Here is a video with a steady view to see shadow stability.
>
> http://youtu.be/JtEXIn2yL94
>
> I also added 3 different sequences with different levels of filtering.
> Filtering is not yet configurable but is selectable in the
> sunlight shader wit
On Fri, 13 Apr 2012 06:23:23 +, Renk wrote in message
:
> > Here is a video with a steady view to see shadow stability.
>
> Okay, thanks, that's helpful. My flickering is a bit worse than in
> the first case in this video, but not much.
..what happens if you run your video card at a slower
> Will try. In any case, the information that some fallback code is
> probably be running is helpful already, I should be able to check
> this easily by setting gl_FragColor to blue in the shader that ought
> to be running and investigate from there.
If you can post a screenshot with the buffers d
> I have the same bug when the skydome scattering shader is enable.
> Are you sure you have disable skydome scattering shader ?
Look, I literally wrote the part of the effect file that controls what shaders
run when the skydome shader is enabled and what shaders don't, I did a fair
share of th
> 1) The shadows around the aircraft have a ragged egde. That I
> understand is a function of the shadow map size. I can't go beyond
> 4096, I get an error on the console trying to go higher - but 4096
> works fine with acceptable framerates, the edge is just a limit of
> my GPU and that is okay.
>
Thorsten,
> I'll add that you get that either if an effect not converted to
> Rembrandt is used, or if the default shader has a build error and
> OSG fallback to fixed functions. So if the lightfield or the skydome
> is not enabled, check the console for a shader build error.
Another possibility
> The amount of shadow I see depends on the angle of the view axis
> with the sunlight direction - under some angles I see dark
> shadows, under some
angles I see no shadows at all
Hi Thorsten,
I have the same bug when the skydome scattering shader is enable.
Are you sure you have disable sky
On Thursday 12 April 2012 11:24:23 Frederic Bouvier wrote:
> > De: "Erik Hofman"
> >
> > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > What is your card brand and model ?
> >
> > It's a NVidia GeForce 9600GT
>
> I think Emilian has the same card and I don't think he had these
> > I came across a blog post that compares multiple ways to compress
> > the normals in an 8bit texture and I will try that shortly.
>
> That might be a good idea, at least to save texture memory.
This blog entry is now cited as reference in the Rembrandt wiki page.
-Fred
-
On Thu, 2012-04-12 at 11:31 +0200, Erik Hofman wrote:
> On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > > De: "Erik Hofman"
> > > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > >
> > > > What is your card brand and model ?
> > >
> > > It's a NVidia GeForce 9600GT
On Thu, 2012-04-12 at 11:35 +0200, Frederic Bouvier wrote:
> > De: "Erik Hofman"
> >
> > On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > > > De: "Erik Hofman"
> > > > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > > >
> > > > > What is your card brand and model ?
> De: "Erik Hofman"
>
> On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > > De: "Erik Hofman"
> > > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > > >
> > > > What is your card brand and model ?
> > >
> > > It's a NVidia GeForce 9600GT
> >
> > I think Emilian has th
On Thu, 2012-04-12 at 11:24 +0200, Frederic Bouvier wrote:
> > De: "Erik Hofman"
> > On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > >
> > > What is your card brand and model ?
> >
> > It's a NVidia GeForce 9600GT
>
> I think Emilian has the same card and I don't think he had thes
> The driver is somewhat older - as with anything which works fine on
> my computer, I'm reluctant to fiddle with it because on past
> occasions I have found myself struggling for a few days just to
> restore the previous state of the system when an update went wrong,
> and I simply don't have the
> De: "Erik Hofman"
> On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> >
> > What is your card brand and model ?
>
> It's a NVidia GeForce 9600GT
I think Emilian has the same card and I don't think he had these
problems. Maybe it's a good idea to collect user experience with
Rembrand
On Thu, 2012-04-12 at 11:02 +0200, Frederic Bouvier wrote:
> > De: "Erik Hofman"
> > even GL_RGB16 works.
>
> For all the buffers or only the normal buffer ?
I only tested the normal buffer.
> You're not supposed to have multiple render target of different element
> size. RGBA8 = 32bits, as wel
On Thu, 2012-04-12 at 10:43 +0200, Erik Hofman wrote:
> even GL_RGB16 works.
And therefore I propose this patch.
Erik
diff --git a/src/Main/renderer.cxx b/src/Main/renderer.cxx
index 1c6e77b..1c5ea0a 100644
--- a/src/Main/renderer.cxx
+++ b/src/Main/renderer.cxx
@@ -65,6 +65,7 @@
#include
#i
> De: "Erik Hofman"
>
> On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
> > On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
> > > On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> > > > On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> > > >
> > > > > 3) On my box, all three pa
> De: James Turner
>
> On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
>
> > 3) On my box, all three panels in the screen edges show the same
> > image - not so on Fred's videos - is this the intended behaviour?
>
> This is the important one - it means the multiple render targets
> isn't working,
On Thu, 2012-04-12 at 10:35 +0200, Erik Hofman wrote:
> On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
> > On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> > > On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> > >
> > > > 3) On my box, all three panels in the screen edges show the sa
> The disappearing shadow was caused by the sun camera and range animation
> and was fixed a while back - can you confirm that you are using the very
> latest fg/sg/fgdata? And it's probably worth checking that you have the very
> latest nVidia drivers.
FG, SG and FGData are pulled and comp
On Thu, 2012-04-12 at 10:29 +0200, Erik Hofman wrote:
> On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> > On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> >
> > > 3) On my box, all three panels in the screen edges show the same image -
> > > not so on Fred's videos - is this the intended
On Thu, 2012-04-12 at 09:01 +0100, James Turner wrote:
> On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
>
> > 3) On my box, all three panels in the screen edges show the same image -
> > not so on Fred's videos - is this the intended behaviour?
>
> This is the important one - it means the multip
Thorsten wrote:
> > I think that is what we have for now. You can do better by increasing
> > your shadow map size to 8192 or 16384, but at the 16384 resolution my
> > performance goes into the tank, and at 8192, there are still many
> > shadow artifacts due to lack of resolution. (clearly
> > b
On 12 Apr 2012, at 08:24, Renk Thorsten wrote:
> 3) On my box, all three panels in the screen edges show the same image - not
> so on Fred's videos - is this the intended behaviour?
This is the important one - it means the multiple render targets isn't working,
so you have no chance of seeing
> I think that is what we have for now. You can do better by increasing
> your shadow map size to 8192 or 16384, but at the 16384 resolution my
> performance goes into the tank, and at 8192, there are still many shadow
> artifacts due to lack of resolution. (clearly blocky/xelated/aliasing
> ed
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