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Release: IAR80 v1.1 [2011-12-12 update]

Questions and discussion about creating aircraft. Flight dynamics, 3d models, cockpits, systems, animation, textures.

Re: IAR80 Development

Postby i4dnf » Tue Mar 16, 2010 1:42 am

sorry to barge in on the technical stuff :P
hot off the press, latest "spy-shots" of the cockpit here ;)
Last edited by i4dnf on Tue Mar 16, 2010 2:43 am, edited 1 time in total.
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Re: IAR80 Development

Postby simbabeat » Tue Mar 16, 2010 2:38 am

I'm afraid this plane is going to be as complex as the tu154b and I will only get 5fps with it:(
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Re: IAR80 Development

Postby i4dnf » Tue Mar 16, 2010 2:43 am

i get over 32.. almost all the time, on a nvidia 8600GT and 2 gigs of ram pushing a 1920x1080 display, so i suppose it can "fly" on lower specs. i have to find a way to optimize/scale down the texture though. also i'm using the range/ view option to hide parts that you won't be seeing while in cockpit/ the cockpit while outside.
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Re: IAR80 Development

Postby simbabeat » Tue Mar 16, 2010 2:45 am

How many .ghz is your processor and what OS are you on? You are giving me hope because the specs you gave their sound similar to mine.
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Re: IAR80 Development

Postby i4dnf » Tue Mar 16, 2010 2:46 am

it's an amd x2 4200+ (2.2 ghz) on linux x86_64.
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Re: IAR80 Development

Postby simbabeat » Tue Mar 16, 2010 3:00 am

Ok well I have 1.83ghz on mac so I shouldn't be to bad.
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Re: IAR80 Development

Postby fredb » Tue Mar 16, 2010 7:28 am

The shader/effect has been commited to CVS. Look at the top of Effects/bumpspec.eff to have an example of usage.
Tuxklok wrote:So fred...are the tangents and what not available automagically in some form like 'attribute vec3 tangent;' ala ogre..or does one need to do something in the effect file? Looking at the source made it seem like the latter but I'm not quite certain. Or perhaps it's just not quite yet ready for public tinkering?

After discussion with Tim, it has been decided to create tangents on demand to save GPU memory. attribute vec3 normal, binormal; are available if specified in the effect file. See the newly committed files.
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Re: IAR80 Development

Postby HHS » Tue Mar 16, 2010 9:55 am

simbabeat wrote:I'm afraid this plane is going to be as complex as the tu154b and I will only get 5fps with it:(


You can have many vertices as you want- it won't affect fps. Only too many and big textures can affect the perfomance. That's why I love FlightGear!
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Re: IAR80 Development

Postby HHS » Tue Mar 16, 2010 10:24 am

fredb wrote:The shader/effect has been commited to CVS. Look at the top of Effects/bumpspec.eff to have an example of usage.
Tuxklok wrote:So fred...are the tangents and what not available automagically in some form like 'attribute vec3 tangent;' ala ogre..or does one need to do something in the effect file? Looking at the source made it seem like the latter but I'm not quite certain. Or perhaps it's just not quite yet ready for public tinkering?

After discussion with Tim, it has been decided to create tangents on demand to save GPU memory. attribute vec3 normal, binormal; are available if specified in the effect file. See the newly committed files.


And how to do now the normal + specmap? A pity for a lot of users it won't work in 2.0.0.... :(
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Re: IAR80 Development

Postby fredb » Tue Mar 16, 2010 11:11 am

HHS wrote:And how to do now the normal + specmap? A pity for a lot of users it won't work in 2.0.0.... :(


No, no, it should be pretty good for 2.0.0. The screenshots are there to tell.
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Re: IAR80 Development

Postby i4dnf » Tue Mar 16, 2010 11:21 am

yup. just one question fred, noticed it now.. when alpha is 0 in the texture, the "resulting" specularity displayed should be 0.. but as it is now it appears to still be related to material shininess ( i've looked at the code and it looks right... to me. so i'm gona blame it on lack of support for the tangents )
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Re: IAR80 Development

Postby i4dnf » Tue Mar 16, 2010 11:41 am

HHS wrote:You can have many vertices as you want- it won't affect fps. Only too many and big textures can affect the perfomance. That's why I love FlightGear!

and now you tell me about the vertices ???? :P
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Re: IAR80 Development

Postby HHS » Tue Mar 16, 2010 12:03 pm

fredb wrote:
HHS wrote:And how to do now the normal + specmap? A pity for a lot of users it won't work in 2.0.0.... :(


No, no, it should be pretty good for 2.0.0. The screenshots are there to tell.



Thanks- will come soon!

And btw: thanks for the rain-fix!
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Re: IAR80 Development

Postby HHS » Tue Mar 16, 2010 12:04 pm

i4dnf wrote:
HHS wrote:You can have many vertices as you want- it won't affect fps. Only too many and big textures can affect the perfomance. That's why I love FlightGear!

and now you tell me about the vertices ???? :P


Onle in Single-player- on mp it will enlarge loading times and give bad lags!
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Re: IAR80 Development

Postby fredb » Tue Mar 16, 2010 12:40 pm

i4dnf wrote:yup. just one question fred, noticed it now.. when alpha is 0 in the texture, the "resulting" specularity displayed should be 0.. but as it is now it appears to still be related to material shininess ( i've looked at the code and it looks right... to me. so i'm gona blame it on lack of support for the tangents )

Your code was relying on the red channel of the specular map. The code I committed use the Alpha. Beware not erasing the color when you set alpha to 0.
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