Hi.
I'm still waiting for response from the plib-devel list!
But until then maybe we could at least include an improved patch in the
pre-compiled releases?
Cheers
Chris Metzler wrote:
On Tue, 10 Jan 2006 16:17:32 +
Tiago Gusmão wrote:
I will post in the plib in the plib devel list jus
On Tue, 10 Jan 2006 16:17:32 +
Tiago Gusmão wrote:
>
> I will post in the plib in the plib devel list just to make sure we can
> go ahead with this, but before i would like to know what exactly do we
> want and have someone double-check the specs and issues, i'm not an
> OpenGL guru or somet
On Tue, Jan 10, 2006 at 04:17:32PM +, Tiago Gusmão wrote:
> I see that .sgi has a few dummy fields we could use (altough that would
> break the spec, they should be NULL),
That's not an option. Even using the comment line for
that isn't one, although it wouldn't violate the spec.
m.
--
I will post in the plib in the plib devel list just to make sure we can
go ahead with this, but before i would like to know what exactly do we
want and have someone double-check the specs and issues, i'm not an
OpenGL guru or something like that ;)
I just found this:
http://www.gamasutra.com/f
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Tiago Gusmão schrieb:
> The other problem is that this is plib, i'm not sure this is simply
> going to be accepted into the tree after being coded properly.
> And to make it an option, i think we also need to modify it to get the
> option passed to pli
Technically, the extensions can be queried in run-time (and there are a
few more that can be included easily).
I don't see any reason why would anyone with compatible HW want to
disable this, but who knows? Perhaps some purist dislikes that s3tc is
lossy ;)
The other problem is that this is pl
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Paul Surgeon schrieb:
> Well there is still lots of merit in using texture compression. It also
> allows
> us to stuff a lot more textures (or higher resolution ones) into VRAM even on
> higher end cards.
Definitely. I'm for texture compression (sw
Curtis L. Olson wrote:
I'd be interested in working with the Tiger data as well. Did you
create any code to parse/chop the data?
If I had a chance to work through the process I might be able to track
down some of these problems/issues.
I got myself a copy of the 2004 Tiger data in shapefil
Hello Curt,
"Curtis L. Olson" wrote:
> I'd be interested in working with the Tiger data as well. Did you
> create any code to parse/chop the data?
The OGR library and tools happily read TIGER data without further
assistance:
http://www.remotesensing.org/gdal/ogr/
We currently use it to imp
On Monday 09 January 2006 22:11, Christian Mayer wrote:
> Tiago Gusmão schrieb:
> > Altough s3tc is quite widespread, since we are using 2^n sided textures,
> > it should be trivial to add support to down-size sides by 2^n if the
> > user wishes so, at the expense of longer loading time. We could a
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Tiago Gusmão schrieb:
> Altough s3tc is quite widespread, since we are using 2^n sided textures,
> it should be trivial to add support to down-size sides by 2^n if the
> user wishes so, at the expense of longer loading time. We could also
> provide a w
Altough s3tc is quite widespread, since we are using 2^n sided textures,
it should be trivial to add support to down-size sides by 2^n if the
user wishes so, at the expense of longer loading time. We could also
provide a way to convert the actual files.
Models could also be LODed during loading
Ralf Gerlich wrote:
Hi,
Jon Stockill schrieb:
[SNIP]
As an idea of the processing involved, as I'm sure you're aware by
default the terragear tile builder has a cpu limit of 120s set -
you're not going to get anything at all built with those limits using
this amount of data - it takes anythi
Jon Stockill wrote:
It doesn't seem to be displaying it that's the problem - it's getting
terragear to build it. Once you reach a certain polygon density things
start to break down, there's obviously a lot more polygons, but the
road polys just don't seem to show up, and there's a big increase
Hi,
Jon Stockill schrieb:
[SNIP]
As an idea of the processing involved, as I'm sure you're aware by
default the terragear tile builder has a cpu limit of 120s set - you're
not going to get anything at all built with those limits using this
amount of data - it takes anything between 45 minutes
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AJ MacLeod schrieb:
>>I was hoping that it might enable me to run Jon's new KSFO scenery with
>>Tiger data, but no improvement there at all. Either Jon has to reduce the
>>ploy count markedly, or I have to upgrade my video card!
>
> Same here, unfortu
Martin Spott wrote:
Hello Jon,
Jon Stockill wrote:
http://flightgear.stockill.org.uk/testing/BaseSceneryWithTiger.tgz
Thanks for posting the link.
Can you share your experience with us how to size the hardware in order
to run this scenery ? I know TIGER is _very_ detailed and, analogous to
Hello Jon,
Jon Stockill wrote:
> http://flightgear.stockill.org.uk/testing/BaseSceneryWithTiger.tgz
Thanks for posting the link.
Can you share your experience with us how to size the hardware in order
to run this scenery ? I know TIGER is _very_ detailed and, analogous to
Ralf's scenery, certain
AJ MacLeod wrote:
Using this patch and plib-1.8.4 on a 64Mb GeForce 420MX there is a massive
improvement; not immediately noticeable, but...
Whereas before I couldn't use the Hurricane in most parts of the FG world, and
got single-figure fps rates at KSFO with any a/c and Nimitz enabled, I ca
On Sunday 08 January 2006 10:40, Vivian Meazza wrote:
> I've applied this patch to my copy of plib-cvs. With a nVidia FX5200 card
> there is no improvement in frame rate around KSFO, or near Nimitz (but I
> don't get a drop there anyway). I think there is an improvement around SF
> and the bridges.
Martin Spott wrote:
Ah, I knew once someone would try TIGER data with FlightGear :-)
Is there any public notion of this Scenery ?
http://flightgear.stockill.org.uk/testing/BaseSceneryWithTiger.tgz
That's using tiger data for major roads, railways, and waterways - the
water flowing down vall
"Vivian Meazza" wrote:
> I was hoping that it might enable me to run Jon's new KSFO scenery with
> Tiger data, [...]
Ah, I knew once someone would try TIGER data with FlightGear :-)
Is there any public notion of this Scenery ?
Martin.
--
Unix _IS_ user friendly - it's just selective about who
Tiago Gusmão
> I'm having a HW problem and i can't enable AGP in linux, which makes the
> hunter, b1900d and the Nimitz lower FPSs dramatically, which i believe
> is caused by the NVRAM filling up with textures thus forcing texture
> transfers to the card (GF4 MX 440 64MB)
>
> so after Surge ment
Hello
I'm having a HW problem and i can't enable AGP in linux, which makes the
hunter, b1900d and the Nimitz lower FPSs dramatically, which i believe
is caused by the NVRAM filling up with textures thus forcing texture
transfers to the card (GF4 MX 440 64MB)
so after Surge mentioned texture comp
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