> Spoke too soon. The trees look great, but the frame rate hit makes it
> unusable (from 30-35 to 2-4) even with the other shaders disabled.
>
>> Thank you! I haven't had seen trees in FlightGear for ages (can't run
>> with shaders). I didn't realize the trees were supported at all
>> without shade
Spoke too soon. The trees look great, but the frame rate hit makes it
unusable (from 30-35 to 2-4) even with the other shaders disabled.
On Sun, Nov 20, 2011 at 5:49 PM, Gary Carvell wrote:
> Thank you! I haven't had seen trees in FlightGear for ages (can't run
> with shaders). I didn't realize t
Am 20.11.11 12:55, schrieb Anders Gidenstam:
> On Sun, 20 Nov 2011, ThorstenB wrote:
>
> Since some effects may be aircraft specific it might be useful to make the
> advanced dialog dynamic - one way would be to add a checkbox for each
> *-effect property found in /sim/rendering/shaders/ .
>
> Pote
Thank you! I haven't had seen trees in FlightGear for ages (can't run
with shaders). I didn't realize the trees were supported at all
without shaders.
Could that fix be applied automatically so the trees are visible
whether shaders are on or off?
Gary
On Sun, Nov 20, 2011 at 5:52 AM, Gijs de Roo
Gijs de Rooy wrote:
>> Martin wrote:
>> Well, having one where most of the available checkboxes are making just
>> a minor difference compared to the single, big "Material shaders"
>> switch isn't much better, I'd say ;-)
>
> Agree. But do note that 3D clouds is also disabled when disabling "Mat
-Original Message-
From: Martin Spott
Sent: Sunday, November 20, 2011 1:00 PM Newsgroups: list.flightgear-devel
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Shaders vs. frame rate;
Hi Gijs, thanks for elaborating the details !
Gijs de Rooy wrote:
>
> Martin wrote:
> Well, having one where most of the available checkboxes are making just
> a minor difference compared to the single, big "Material shaders"
> switch isn't much better, I'd say ;-)
Agree. But do note that 3D clouds is also disabled when disabling "Material
shaders".
For me,
Hi Gijs, thanks for elaborating the details !
Gijs de Rooy wrote:
> But then we might end up with a pretty large rendering dialog...
Well, having one where most of the available checkboxes are making just
a minor difference compared to the single, big "Material shaders"
switch isn't much better,
On Sun, 20 Nov 2011, ThorstenB wrote:
> I already find the current dialog a bit overloaded. But how about
> creating an advanced, separate dialog which lists all the shaders and
> provides a checkbox for each? And all shaders should be modified to
> check the main switch (/sim/rendering/shader-eff
> I already find the current dialog a bit overloaded. But how about
> creating an advanced, separate dialog which lists all the shaders and
> provides a checkbox for each? And all shaders should be modified to
> check the main switch (/sim/rendering/shader-effects) plus at least one
> addition
On 20.11.2011 11:52, Gijs de Rooy wrote:
> The problem right now is that some of the shaders (eg. the reflection
> stuff and lightmap) only depend on that single "Material Shaders"
> property. It would be better if every single shader can be
> en/disabled via its own property/checkbox.
>
> But the
Hi all!
> Martin wrote:
>
> Does anyone know how to have the random trees without all this ?
In Effects/trees.eff, comment out/remove line 23.
If you would like to use the dialog to toggle the trees, you'll also need to
edit
gui/dialogs/rendering.xml and comment out line
HB-GRAL wrote:
> We count 33 vertex shader, 31 fragment shaders, 2 geometry shaders and
> 117 effects files using this and that. This probably has a noticable
> impact.
Does anyone know how to have the random trees without all this ?
Cheers,
Martin.
--
Unix _IS_ user friendly -
Am 16.11.11 10:58, schrieb Martin Spott:
> I was annoyed by the fact that the simple act of just enabling
> "Material shaders" in the "Rendering options" has a noticeable effect
> on the rendering performance without_any_ of the other features in the
> entire dialogue box enabled.
We count 33 ver
On Saturday, June 25, 2011 09:04:30 AM Jari Häkkinen wrote:
> On 2011-06-25 16.06, Vivian Meazza wrote:
> > The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The
> > GeForce 8600M GT is known to be better at handling shaders. 256 Mb VRAM
> > is in both cases a bit small for FG nowadays
Am 25.06.11 17:59, schrieb Jari Häkkinen:
>
> Otherworldcomputing.com has two options; ATI Radeon HD 5670/512MB
> (USD180) and ATI Radeon HD 5750/1GB (USD400). 400 is a lot, will the
> cheaper 512MB card make a noticeable difference? And, opening an iMac
> isn't for the faint-hearted.
>
>
> Jari
H
On 2011-06-25 16.06, Vivian Meazza wrote:
> The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
> 8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
> cases a bit small for FG nowadays. There are other possible contributors to
> a low framerate - AI tr
On 2011-06-25 17.34, Gene Buckle wrote:
> On Sat, 25 Jun 2011, Vivian Meazza wrote:
>
>> The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
>> 8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
>> cases a bit small for FG nowadays. There are other pos
On Sat, 25 Jun 2011, Vivian Meazza wrote:
>>
>
> The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The GeForce
> 8600M GT is known to be better at handling shaders. 256 Mb VRAM is in both
> cases a bit small for FG nowadays. There are other possible contributors to
> a low framerate -
Jari
> I cannot use material shaders on my iMac (late 2009 model) equipped with
> an ATI graphics card (ATI Radeon HD 4670 256 MB VRAM). I only get a few
> fps standing on ground at an isolated airfield. There is almost no
> objects. Every 10 times I get 60 fps in cockpit view with no changes
>
On Wed, 20 Apr 2011 02:39:42 +0200, Robert wrote in message
:
> 2011/4/20 Robert
>
> > here is a screenshot:
> >
> > http://img251.imageshack.us/i/fgfsscreen077.png/
..hum, bright white nose, external screen shots?
> > If you ask me it looks pretty much like z-fighting artefacts.
> > Maybe a
I had to fly pretty low to cause this flickering.
Also there is a flickering problem with panel instruments and cockpit
itself, But in about 300 screenshots I couldn't catch this issue because it
lasts only a few frames and I don't have the reaction time of a machine :)
I think a video would be bet
here is a screenshot:
http://img251.imageshack.us/i/fgfsscreen077.png/
If you ask me it looks pretty much like z-fighting artefacts.
Maybe a shader that doesnt account for near and far frustum?
--
Benefiting from Server
On Tue, 19 Apr 2011 04:13:45 +0200, Robert wrote in message
:
> I also have the flickering issue with shaders on.
..white flickering?
> (ATI/AMD,
..which "ATI/AMD"?
> Debian,
..which Debian, Squeeze?
> fglrx)
..url to screenshots?
..try the radeon and radeonhd too, they may be differen
I also have the flickering issue with shaders on. (ATI/AMD, Debian, fglrx)
On my system the problem occurs at low framerates (30-35 fps) caused by the
scenery.
On lighter airports I get 60-75 fps and the problem seems to be gone.
David, maybe someone of us should file a bug report here:
http://cod
On Mon, 18 Apr 2011 19:56:38 +0200, David wrote in message
:
> Hi developers,
>
> I have a new computer, installed FG on it and have a problem with the
> graphics.
>
> The problem (beside missing runway lights) is that surfaces generated
> by a shader will flicker. This applies to terrain and a
David Glowsky wrote:
> Hi developers,
>
> I have a new computer, installed FG on it and have a problem with the
> graphics.
>
> The problem (beside missing runway lights) is that surfaces generated
> by a shader will flicker. This applies to terrain and aircraft
Moin David,
while I have no sol
Hi,
> All my problems have gone now. I got the cursors back, the shaders works
> as expected. I get a frame rate of 40 fps with all shaders enabled and
> quality level 4 at KSFO. Now I need some courage to fly with this rate
> of course.
Good to hear that. Also you don't need optimization in e.g
Am 21.03.11 23:23, schrieb Roland Häder:
> Hi,
>
> @HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
> compile yourself, please also build a "non-debug" version which means,
> use optimization, maybe -O3 is the trick.
>
> I use these parameters to build FGFS and SG:
>
> export CFLA
Hi,
@HB-GRAL: Have you downloaded FGFS or compiled it yourself? If you
compile yourself, please also build a "non-debug" version which means,
use optimization, maybe -O3 is the trick.
I use these parameters to build FGFS and SG:
export CFLAGS="-g -O3 -fPIC"
export CXXFLAGS="-g -O3 -fPIC"
Regard
I am running fgfs git a hd5850 on win7...
Did a quick check since I did not fly ksfo for a long time.
With all shaders applied I get around 38 to 60 fps depending on how much mp
players are there. (fair weather)
Enabling or disabling the shaders gives a gain of 3fps.
Oliver
> -Ursprüngliche
On Mon, 2011-03-21 at 08:50 +0100, HB-GRAL wrote:
> Hi all
>
> Can someone point me to the history of latest changes to the default
> shaders? I am running a ATI 5750 now with 1 GB VRAM and get <= 20 fps at
> default KSFO, like the last three years with much older ATI. What
> happened, I can’t
Am 28.08.10 12:34, schrieb HB-GRAL:
> Am 28.08.10 01:16, schrieb Tim Moore:
>> There needs to be some coordinate for the fog. You could try using
>> gl_FogFragCoord instead.
>>
>> Tim
>
> Thanks for your answer Tim. And what should happen when I change
> gl_BackColor.a from 0.0 to 1.0 in default.ve
Am 28.08.10 01:16, schrieb Tim Moore:
> There needs to be some coordinate for the fog. You could try using
> gl_FogFragCoord instead.
>
> Tim
Thanks for your answer Tim. And what should happen when I change
gl_BackColor.a from 0.0 to 1.0 in default.vert? I see here that this
makes the terrain sh
There needs to be some coordinate for the fog. You could try using
gl_FogFragCoord instead.
Tim
On Wed, Aug 25, 2010 at 1:00 AM, HB-GRAL wrote:
> Am 24.08.10 23:58, schrieb HB-GRAL:
> > Am 24.08.10 23:44, schrieb HB-GRAL:
> >> Am 14.08.10 00:20, schrieb Tim Moore:
> >>> Let
> >>> me know of any
Am 24.08.10 23:58, schrieb HB-GRAL:
> Am 24.08.10 23:44, schrieb HB-GRAL:
>> Am 14.08.10 00:20, schrieb Tim Moore:
>>> Let
>>> me know of any new problems.
>>>
>>> Tim
>>
>> A new problem is the last line in default.vert:
>> fogCoord = abs(ecPosition.z / ecPosition.w);
>>
>> For what is this needed
Am 24.08.10 23:44, schrieb HB-GRAL:
> Am 14.08.10 00:20, schrieb Tim Moore:
>> Let
>> me know of any new problems.
>>
>> Tim
>
> A new problem is the last line in default.vert:
> fogCoord = abs(ecPosition.z / ecPosition.w);
>
> For what is this needed exactly?
>
> It kills the light or light direct
- "HB-GRAL" a écrit :
> Am 14.08.10 00:20, schrieb Tim Moore:
> > Let
> > me know of any new problems.
> >
> > Tim
>
> A new problem is the last line in default.vert:
> fogCoord = abs(ecPosition.z / ecPosition.w);
>
> For what is this needed exactly?
>
> It kills the light or light direct
Am 14.08.10 00:20, schrieb Tim Moore:
> Let
> me know of any new problems.
>
> Tim
A new problem is the last line in default.vert:
fogCoord = abs(ecPosition.z / ecPosition.w);
For what is this needed exactly?
It kills the light or light direction here with only default shaders
enabled. Really n
- "Tatsuhiro Nishioka" a écrit :
>
Hi Fred,
>
Thanks for the quick fix. I really appreciate it!
>
Tat
You're welcome, you did all the diagnostic work.
-Fred
--
Frédéric Bouvier
http://my.fotolia.com/frfoto/ Photo gallery - album photo
http://www.youtube.com/user/fgfred64 Videos
Hi Fred,
Thanks for the quick fix. I really appreciate it!
Tat
On Aug 23, 2010, at 3:55 PM, Frederic Bouvier wrote:
> Hi Tat,
>
> - "Tatsuhiro Nishioka" a écrit :
>>
>> The core problem is that an implicit cast (especially from int to
>> double or float) in shader code leads some nVidia d
Hi Tat,
- "Tatsuhiro Nishioka" a écrit :
> Hi there,
>
> First of all, I'm back to FlightGear after a bit longer vacation :-)
> I'm very happy that I released a fg-git for Mac OS, but immediately
> after that, a user gave me a bug report. X-)
>
> The core problem is that an implicit cast (
HB-GRAL schrieb:
>
> Hi Tim
>
> Maybe I am the only one once again but I have some issues here:
>
> - Without shader it seems terrain works fine ;-)
> - When I activate 'Material Shaders' all the terrain becomes -30% darker
> - When I add 'Landmass shader' some of the terrain becomes normal
> b
- "HB-GRAL" a écrit :
> Frederic Bouvier schrieb:
> > - "HB-GRAL" a écrit :
> >
> >> Frederic Bouvier schrieb:
> >>> The crop shader has its snow level hardwired to 2000m and it is so
> >> from the beginning.
> >>> -Fred
> >>>
> >> Hi Fred
> >>
> >> What is the reason for this I miss? I
Frederic Bouvier schrieb:
> - "HB-GRAL" a écrit :
>
>> Frederic Bouvier schrieb:
>>> The crop shader has its snow level hardwired to 2000m and it is so
>> from the beginning.
>>> -Fred
>>>
>> Hi Fred
>>
>> What is the reason for this I miss? I mean, this is not so nice having
>> a
>> slider
- "HB-GRAL" a écrit :
> Frederic Bouvier schrieb:
> >
> > The crop shader has its snow level hardwired to 2000m and it is so
> from the beginning.
> >
> > -Fred
> >
>
> Hi Fred
>
> What is the reason for this I miss? I mean, this is not so nice having
> a
> slider to get snow below 2000
Erik Hofman schrieb:
>
> I get the same and has something to do with the maximum allowed number
> of varying parameters supported by the hardware. There is a fix that
> didn't seem to affect anything on my side:
> http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg27751.html
>
Frederic Bouvier schrieb:
>
> The crop shader has its snow level hardwired to 2000m and it is so from the
> beginning.
>
> -Fred
>
Hi Fred
What is the reason for this I miss? I mean, this is not so nice having a
slider to get snow below 2000 meters and then you get it only on parts
of the te
On Wed, 2010-08-18 at 02:10 +0200, HB-GRAL wrote:
> Hi Tim
>
> Maybe I am the only one once again but I have some issues here:
>
> - Without shader it seems terrain works fine ;-)
> - When I activate 'Material Shaders' all the terrain becomes -30% darker
> - When I add 'Landmass shader' some of t
Hi Yves,
- "HB-GRAL" a écrit :
> Tim Moore schrieb:
> > I've checked in some changes to the shaders in attempt to fix bugs
> on some
> > platforms and generally optimize them. I've eliminated the use of
> > gl_FrontFacing, which seems to give us problems on certain
> Macintosh
> > platforms.
Tim Moore schrieb:
> I've checked in some changes to the shaders in attempt to fix bugs on some
> platforms and generally optimize them. I've eliminated the use of
> gl_FrontFacing, which seems to give us problems on certain Macintosh
> platforms. I've also reworked the way material animations are
On 13 Aug 2010, at 23:20, Tim Moore wrote:
> I've checked in some changes to the shaders in attempt to fix bugs on some
> platforms and generally optimize them. I've eliminated the use of
> gl_FrontFacing, which seems to give us problems on certain Macintosh
> platforms. I've also reworked the
Frederic Bouvier schrieb:
> - "HB-GRAL" a écrit :
>> Is it possible to add (or blend) a texture in the shaders to steep=
>> gray instead of calculating a 'simple colour cloud'? In combination with a
>> texture it probably looks like all the 'perhaps' and is a very nice
>> feature.
>
> You can
- "HB-GRAL" a écrit :
> Is it possible to add (or blend) a texture in the shaders to steep=
> gray instead of calculating a 'simple colour cloud'? In combination with a
> texture it probably looks like all the 'perhaps' and is a very nice
> feature.
You can add the rock texture to the effect
Vivian Meazza schrieb:
>
> The grey patches are not snow - they denote steep areas; perhaps rock, or a
> rock run. They are generated in crop.frag by:
>
> //"steep = gray"
> c1 = mix(vec4(n-0.42, n-0.44, n-0.51, 1.0), c1, smoothstep(0.970,
> 0.990, abs(normalize(Normal).z)+nvL[2]*1.3)
HB-GRAL wrote
>
> HB-GRAL schrieb:
> >
> > When I want to have more different croplands how should I go further
> > with the crop shader? Building different crop.png's and cropcolors? How
> > can I alter this textures/ornaments for cropland terrain? And is it also
> > possible to add a relief/no
HB-GRAL schrieb:
>
> When I want to have more different croplands how should I go further
> with the crop shader? Building different crop.png’s and cropcolors? How
> can I alter this textures/ornaments for cropland terrain? And is it also
> possible to add a relief/normalmap to crop?
>
> Thank
Erik Hofman schrieb:
>> - Mystic gray blobs: When I activate landmass shader everywhere there
>> are some 'random' gray blobs now. What is the goal of this blobs? Is it
>> possible to add a texture to this blobs?
>
> I haven't seen these.. unless this is also the snow shader.
I get this with re
On Sat, 2010-08-07 at 01:45 +0200, HB-GRAL wrote:
> Hi all,
>
> I see a lot of improvements with recent shaders. But there comes some
> renewals I do not how to work with.
>
> - Snow: Activating the landmass shaders gives me some snow. Some
> material is not covered i.e. glacier. And snow is st
Frederic Bouvier wrote:
> looking for "coverage" in the sources, I can't find something related
> to the texture. As far as I can see, tex coords are computed by
> sgCalcTexCoords, and this function is called at run time only for
> ocean tiles. Otherwise, in is called from Terragear, in
> int T
Hi Erik,
- "Erik Hofman" a écrit :
> Frederic Bouvier wrote:
> > The relief (you mean the height of the buildings) can be adjusted in
> the effect file. The more important thing to me is to get the right
> horizontal scale.
> > Nothing will change until the next scenery release because the sca
> Le 01/03/2010 00:22, Vivian Meazza a écrit :
> > I think both effects should be in cvs so that we can do a bit of testing.
> > We can then make some informed comment.
>
> The urban shader is in CVS. I find that the houses are too small,
> compared to 3D models, and I would like to crop the textu
Erik Hofman schrieb:
>
> I've already changed it in CVS and the relief/height map is still in
> line with the main texture. Otherwise I wouldn't have committed it.
>
> Erik
>
Yes, I apologize this is my conclusion with the new effect here. I
changed the size yesterday in materials.xml to 1024
HB-GRAL wrote:
> Erik Hofman schrieb:
>> I've changed the coverage size of the textures from 1024 to 2000 meter.
>
> Hello Erik
>
> I guess it is better not to change the texture size to 2000 meters(?) in
> materials.xml. As I can see the size of the textures fits exactly to the
> relief when
Frederic Bouvier wrote:
> The relief (you mean the height of the buildings) can be adjusted in the
> effect file. The more important thing to me is to get the right horizontal
> scale.
> Nothing will change until the next scenery release because the scale is
> engraved in the scenery files (as t
- "HB-GRAL" a écrit :
> Erik Hofman schrieb:
> > I've changed the coverage size of the textures from 1024 to 2000
> meter.
>
> Hello Erik
>
> I guess it is better not to change the texture size to 2000 meters(?)
> in materials.xml. As I can see the size of the textures fits exactly to
> t
Erik Hofman schrieb:
> I've changed the coverage size of the textures from 1024 to 2000 meter.
Hello Erik
I guess it is better not to change the texture size to 2000 meters(?) in
materials.xml. As I can see the size of the textures fits exactly to the
relief when it is 1024 at the moment.
-Yv
Frederic Bouvier wrote:
>
> Le 01/03/2010 00:22, Vivian Meazza a écrit :
> > I think both effects should be in cvs so that we can do a bit of
> testing. We
> > can then make some informed comment.
> >
>
> The urban shader is in CVS. I find that the houses are too small,
> compared to 3D models,
Frederic Bouvier wrote:
> The urban shader is in CVS. I find that the houses are too small,
> compared to 3D models, and I would like to crop the texture a bit. What
> do you thing ?
Impressive!
I've changed the coverage size of the textures from 1024 to 2000 meter.
I guess someone thought the si
Le 01/03/2010 00:22, Vivian Meazza a écrit :
> I think both effects should be in cvs so that we can do a bit of testing. We
> can then make some informed comment.
>
The urban shader is in CVS. I find that the houses are too small,
compared to 3D models, and I would like to crop the texture a b
Hi Heiko,
- "Heiko Schulz" a écrit :
> Hello Frédéric,
>
>
> > > How does it look close up?
> > >
> > > I think both effects should be in cvs so that we can
> > do a bit of
> > > testing. We can then make some informed comment.
> >
> > It's an ugly hack of the landmass shader, so I can't
Hi Syd,
- "syd adams" a écrit :
> The city looks fantastic fr0m a distance ! I dont like the terrain shader as
> shown , but looks really promising if the shading could be changed per
> material ...
> Great work .
The shader needs a relief map for each texture. So yes, we can change the
Hello Frédéric,
> > How does it look close up?
> >
> > I think both effects should be in cvs so that we can
> do a bit of
> > testing. We can then make some informed comment.
>
> It's an ugly hack of the landmass shader, so I can't commit
> it as it is.
>
I wonder if we could use this shader
The city looks fantastic fr0m a distance ! I dont like the terrain shader as
shown , but looks really promising if the shading could be changed per
material ...
Great work .
Syd
--
Download Intel® Parallel Studio Eval
Try
Wow! This can be a great shader feature in FG! :)
On Mon, Mar 1, 2010 at 12:34 PM, evilslut wrote:
> That looks really cool!! :) personally i think it works nicer on the
> city/building area's then on the forest covered mountains.
>
> Kind Regards
> Rob / Evil
>
> On 02/28/2010 11:41 PM, Frederi
That looks really cool!! :) personally i think it works nicer on the
city/building area's then on the forest covered mountains.
Kind Regards
Rob / Evil
On 02/28/2010 11:41 PM, Frederic Bouvier wrote:
> What do you think of this effect :
>
> http://www.youtube.com/watch?v=kUyH-4c0-qM
> http://www.
Wow!
David
On Sun, Feb 28, 2010 at 5:41 PM, Frederic Bouvier wrote:
> What do you think of this effect :
>
> http://www.youtube.com/watch?v=kUyH-4c0-qM
> http://www.youtube.com/watch?v=wYb1Vy-uTS0
>
> and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
>
> Regards,
> -Fred
Thanks you very much Frederic for work with these normalmaps - it was
my dream for a few last years )
--
---
WBR, Vadym.
--
Download Intel® Parallel Studio Eval
Try the new software tools for yourself. Speed compiling,
I think these effects look great.
As for the urban map, you could possibly do something with a transition
between this effect and actual models, as this effect obviously looks poor
from close up, while models kill framerate for large areas.
Good job, and I hope to see an improved version of this
If anyone here ever played Gran Turismo 5 Prologue/Time Trial
Demo/Whatever knows what a graphics API from 1998 is capable of ;)
>
> On Sun, Feb 28, 2010 at 6:41 PM, Christian Buchner 2010/2/28 Frederic Bouvier
>
> > What do you think of this effect :
>
>
On Sun, Feb 28, 2010 at 6:41 PM, Christian Buchner 2010/2/28 Frederic Bouvier
>
> > What do you think of this effect :
>
> Wow.
>
> Congratulations, you are starting to beat graphics benchmark set by
> Flight Simulator X.
No no no no, according to the slashdot comments, we use graphics engine fr
2010/2/28 Frederic Bouvier :
> What do you think of this effect :
Wow.
Congratulations, you are starting to beat graphics benchmark set by
Flight Simulator X.
--
Download Intel® Parallel Studio Eval
Try the new software
- "Vivian Meazza" a écrit :
> Frederic Bouvier wrote
>
> > -Original Message-
> >
> > What do you think of this effect :
> >
> > http://www.youtube.com/watch?v=kUyH-4c0-qM
> > http://www.youtube.com/watch?v=wYb1Vy-uTS0
> >
> > and a screenshot :
> http://frbouvi.free.fr/flightsim/
Frederic Bouvier wrote
> -Original Message-
> From: [mailto:fredfgf...@free.fr]
> Sent: 28 February 2010 22:41
> To: Flightgear-devel@lists.sourceforge.net
> Subject: [Flightgear-devel] Shaders experiments
>
> What do you think of this effect :
>
> http://www.youtube.com/watch?v=kUyH-4c0
- "leee" a écrit :
> On Sunday 28 Feb 2010, Frederic Bouvier wrote:
> > What do you think of this effect :
> >
> > http://www.youtube.com/watch?v=kUyH-4c0-qM
> > http://www.youtube.com/watch?v=wYb1Vy-uTS0
> >
> > and a screenshot :
> > http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
> >
On Sunday 28 Feb 2010, Frederic Bouvier wrote:
> What do you think of this effect :
>
> http://www.youtube.com/watch?v=kUyH-4c0-qM
> http://www.youtube.com/watch?v=wYb1Vy-uTS0
>
> and a screenshot :
> http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
>
> Regards,
> -Fred
Overlaying a geometry
On 01/03/10 11:41, Frederic Bouvier wrote:
> What do you think of this effect :
>
Very nice. Very nice indeed. The urban area in video #2 especially is
a dramatic difference.
How do the effects look when you get close to the ground?
Hi,
> What do you think of this effect :
>
> http://www.youtube.com/watch?v=kUyH-4c0-qM
> http://www.youtube.com/watch?v=wYb1Vy-uTS0
>
> and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
>
> Regards,
> -Fred
>
The first one doesn't look very interesting, but the technic
On Sunday 28 February 2010 11:41:04 pm Frederic Bouvier wrote:
> and a screenshot : http://frbouvi.free.fr/flightsim/fgfs-shader-test.jpg
>
Didn't have a chance to look at the video's yet, but the screen shot looks
magnificant!
Cheers,
Durk
--
Strange colors on windows with ATI GPU, but here dominating color is red in
the crop shader.
I slightly modified the effects file and rendering gui to be able to enable
them one at a time.
both landmass and crop suffer from that, and it's triggered by camera
movement.
Unrelated comments :
Might wa
hi james,
this is not at all how it should look like. i believe that either something is
wrong with lighting values in gl_FrontLightModelProduct / gl_LightSource[0]
or smoothstep() does not work correctly on your system.
i'm working on improving the shaders. i'll try to make a shader without
s
On Dec 30, 2007 1:23 PM, Heiko Schulz <[EMAIL PROTECTED]> wrote:
> But back too the forest and trees: are imposters are
> possible way too, to get a good perfomance and
> looking?
>
I'm not a big expert on imposters, but I'm wondering how well they would
work for trees. If you cook one tree into
Hi,
--- Tim Moore <[EMAIL PROTECTED]> schrieb:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Christian Mayer wrote:
> > Josh Babcock schrieb:
> >> LeeE wrote:
> >>> On Sunday 30 December 2007 09:47, Detlef Faber
> wrote:
> Hello,
> >>> Could it be that the overhead of rotating many
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