Tim Moore wrote:
> Till went on vacation right around the time I checked his work in; I'm sure
> he'll
> have comments when he gets back. On the other hand, feel free to check in
> improvements.
Ok, thanks. I'll do.
Erik
-
Erik Hofman wrote:
> Tim Moore wrote:
>> I've committed a version of Till Busch's terrain effects, as seen at
>> LinuxTag.
>> I know that he hasn't finished tuning them, and I've changed his landmass
>> effect
>> to use the base terrain texture, which he's not entirely in agreement with :)
>> Nev
Tim Moore wrote:
> I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
> I know that he hasn't finished tuning them, and I've changed his landmass
> effect
> to use the base terrain texture, which he's not entirely in agreement with :)
> Nevertheless, they are great exa
Victhor Foster wrote:
> Want a backtrace?
No, it's expected behavior.
Erik
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On Wed, 2009-08-19 at 09:44 -0600, dave perry wrote:
> I just turned on the effects and noted that we now see snow above about
> 8,000 MSL. That would be real for winter but not summer. Where is this
> set? Can the snow lever be set by the season or date?
> Exciting improvements already!
>
>
Want a backtrace?
> Victhor Foster wrote:
>> I tried applying the patch and editing it to change "float n=0.06 +
>> dot(nvL[0], a);" to "float n=0.06 + dot(nvL, a);", but my framerate
>> hasn't improved. What's the problem?
>>
>
> Probably that the shaders work differently than I expected and that
Victhor Foster wrote:
> I tried applying the patch and editing it to change "float n=0.06 +
> dot(nvL[0], a);" to "float n=0.06 + dot(nvL, a);", but my framerate
> hasn't improved. What's the problem?
>
Probably that the shaders work differently than I expected and that the
error triggered
I tried applying the patch and editing it to change "float n=0.06 +
dot(nvL[0], a);" to "float n=0.06 + dot(nvL, a);", but my framerate
hasn't improved. What's the problem?
> Erik Hofman wrote:
>> I wrote:
>>
>>> Ahh, that line should read:
>>>
>>> float n=0.06 + dot(nvL, a);
>>>
>>> instead o
Erik Hofman wrote:
> I wrote:
>
>> Ahh, that line should read:
>>
>> float n=0.06 + dot(nvL, a);
>>
>> instead of:
>>
>> float n=0.06 + dot(nvL[0], a);
>>
>
> Which brings the frame rate back to what it was :-/
> Maybe it might be a good idea to specify which of the effects you want
> to t
Hi,
On 08/09/2009 01:03 PM, Erik Hofman wrote:
> Torsten Dreyer wrote:
>> With this patch, I get a number of
>>
>> No render bin number specified in render bin section
>> No render bin name specified in render bin section
>
> I already got them before the patch..
>
> Erik
yes, I got this error al
I wrote:
> Ahh, that line should read:
>
> float n=0.06 + dot(nvL, a);
>
> instead of:
>
> float n=0.06 + dot(nvL[0], a);
Which brings the frame rate back to what it was :-/
Maybe it might be a good idea to specify which of the effects you want
to turn on or not? Chances are I could care less
> Martin Spott wrote:
>> This patch is probably not for everyone. At my end I'm reading the
>> following message in the terminal:
>>
>> FRAGMENT glCompileShader "" FAILED
>> FRAGMENT Shader "" infolog:
>> 0(27) : error C7011: implicit cast from "float" to "vec4"
>>
>> glLinkProgram "Shaders/landma
Martin Spott wrote:
> This patch is probably not for everyone. At my end I'm reading the
> following message in the terminal:
>
> FRAGMENT glCompileShader "" FAILED
> FRAGMENT Shader "" infolog:
> 0(27) : error C7011: implicit cast from "float" to "vec4"
>
> glLinkProgram "Shaders/landmass.vert;
Torsten Dreyer wrote:
> With this patch, I get a number of
>
> No render bin number specified in render bin section
> No render bin name specified in render bin section
I already got them before the patch..
Erik
--
Let
With this patch, I get a number of
No render bin number specified in render bin section
No render bin name specified in render bin section
Anybody else?
Torsten
--
Let Crystal Reports handle the reporting - Free Crystal
Hi Erik,
Erik Hofman wrote:
> This patch already doubles my frame rate:
> http://home.telfort.nl/sp004798/emh/fragshaders.diff
This patch is probably not for everyone. At my end I'm reading the
following message in the terminal:
FRAGMENT glCompileShader "" FAILED
FRAGMENT Shader "" infolog:
0(2
Tim Moore wrote:
> I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
> I know that he hasn't finished tuning them, and I've changed his landmass
> effect
> to use the base terrain texture, which he's not entirely in agreement with :)
> Nevertheless, they are great exam
> Hi on my wish list for eye candy would be:
>
> 1. Shadows (aircraft shadows cast on to itself and onto the ground.)
>
> 2. Wet runways that reflect some sort of foggy, fuzzy something or other.
> Like glass effects except more wet runway-ish.
>
> 3. Proper landing lights that illuminate the scene
On Sat, Aug 8, 2009 at 3:20 PM, Stuart Buchanan wrote:
> However, it's possible that the 3d clouds and trees are being loaded in a
> different
> way to the new shaders, in a way that is sub-optimal. I'm sure Tim will
> know :)
>
> So, we now have shaders for trees, clouds and terrain. Particles ne
Curtis Olson wrote:
> For what it's worth, 3d clouds seem to run reasonably fast by themselves,
> but if you have 3d clouds + these new shader effects (or existing effects
> like rain/snow) then my frame rates come grinding to nearly a halt.
> Switching to 2d clouds with these new shader effec
On Saturday 08 August 2009 19:55:19 Curtis Olson wrote:
> Hi AJ,
>
> Under a scenario with these shaders (and/or rain&snow), fly up into the 3d
> cloud lyaer so you are punching through the puffy clouds. Are you still
> getting 20 fps?
I don't see much difference between flying above the puffy cl
Hi AJ,
Under a scenario with these shaders (and/or rain&snow), fly up into the 3d
cloud lyaer so you are punching through the puffy clouds. Are you still
getting 20 fps?
Thanks,
Curt.
On Sat, Aug 8, 2009 at 1:52 PM, AJ MacLeod wrote:
> On Saturday 08 August 2009 19:39:26 Victhor Foster wrote
On Saturday 08 August 2009 19:39:26 Victhor Foster wrote:
> I'm also suffering from the same problem. I can get nearly 25 fps
> without the new shaders/rain/snow.
I would just like to clarify that I'm perfectly content with the drop in fps
that I'm seeing - I think it's entirely commensurate with
I'm also suffering from the same problem. I can get nearly 25 fps
without the new shaders/rain/snow.
Hi,
>For what it's worth, 3d clouds seem to run reasonably fast by
themselves, but if you have 3d clouds + these new shader effects (or
existing effects like >rain/snow) then my frame rat
Hi,
>For what it's worth, 3d clouds seem to run reasonably fast by themselves, but
>if you have 3d clouds + these new shader effects (or existing effects like
>>rain/snow) then my frame rates come grinding to nearly a halt. Switching to
>2d clouds with these new shader effects puts me back up t
On Sat, Aug 8, 2009 at 1:23 PM, AJ MacLeod wrote:
> On Saturday 08 August 2009 11:26:00 Tim Moore wrote:
> > I've committed a version of Till Busch's terrain effects, as seen at
> > LinuxTag. I know that he hasn't finished tuning them, and I've changed
> his
> > landmass effect to use the base ter
On Saturday 08 August 2009 11:26:00 Tim Moore wrote:
> I've committed a version of Till Busch's terrain effects, as seen at
> LinuxTag. I know that he hasn't finished tuning them, and I've changed his
> landmass effect to use the base terrain texture, which he's not entirely in
> agreement with :)
On Sat, Aug 8, 2009 at 5:26 AM, Tim Moore wrote:
> I've committed a version of Till Busch's terrain effects, as seen at
> LinuxTag.
> I know that he hasn't finished tuning them, and I've changed his landmass
> effect
> to use the base terrain texture, which he's not entirely in agreement with
> :)
I wrote:
> > I've committed a version of Till Busch's terrain effects, as seen at
> > LinuxTag.
> > I know that he hasn't finished tuning them, and I've changed his
> landmass
> > effect
> > to use the base terrain texture, which he's not entirely in agreement
> with
> > :)
> > Nevertheless, the
Tim Moore wrote
> I've committed a version of Till Busch's terrain effects, as seen at
> LinuxTag.
> I know that he hasn't finished tuning them, and I've changed his landmass
> effect
> to use the base terrain texture, which he's not entirely in agreement with
> :)
> Nevertheless, they are great
I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
I know that he hasn't finished tuning them, and I've changed his landmass effect
to use the base terrain texture, which he's not entirely in agreement with :)
Nevertheless, they are great examples of using the new effect
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