@Thorsten
thanks for the pointer - I'm reading through your GLSL primer to see if I can understand a bit more (I freely admit I know nothing about GLSL!)
abassign wrote in Thu Aug 17, 2017 8:15 pm:Strange however that with X-Plane 10 this problem I have not noticed ... maybe I see little and I'm aging ...
Strange however that with X-Plane 10 this problem I have not noticed ... maybe I see little and I'm aging ...
wkitty42 wrote in Thu Aug 17, 2017 9:31 pm:ROTFL!!
Hooray wrote in Thu Aug 17, 2017 9:19 pm:Now that is very interesting, could you do us a favor and also check if the problem persists in Microsoft FSX when you disconnect your yoke ?
abassign wrote in Fri Aug 18, 2017 8:30 pm:I would like someone to try, at least to understand and communicate the operating limits of the ALS.
Hooray wrote in Fri Aug 18, 2017 8:42 pm:Thus, if you have access to such hardware and if you are able/willing to read up on OpenGL/GLSL internals to make heads and tails of the effects/shaders involved here, you could provide a great service to this community - and all that may involve for starters would be watching a few OpenGL/GLSL introductions on youtube and installing the corresponding programming tools to dissect shaders and tinker with them.
Even just knowing that these issues are indeed specific to FlightGear would be good to know.
Already in other times I have analyzed the problems I have encountered in FGFS and I always try to do an analysis that can serve others, including me, to understand problems and solve them.
However, I do not think the current road to using ALS to handle the effects is the best way. It seems to work in Assembler ... when a language like C ++, though slightly less efficient, allows better code management by a community of potential programmers.
as in the case which I have analyzed in this post, can lead to big problems.
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