Hi Folks
Umberto -
Again, not in any way decrying your achievements.
I could have expressed myself better,
it was late and after a few beers.
I fully appreciate that its an old video,
and doesn't reflect the current state of your implementation.
Bearing the above in mind -
I was
solely commenting on the video as shown
and your
supporting text in that FSDT thread.
Panning stutter/stall, infers major FPS impact,
albeit from a declared old video.
The point I was trying to make -
Other FRAPS videos successfully show panning
with multiple aircraft performing highly processor-intensive manouvers,
in wide camerashots, which also display scenery, clouds, etc.,
in a fluid manner, with minimal/no stutter/stall.
Whereas in your video,
of a stationary aircraft,
in a tight camerashot,
witout those other FPS impacting aspects,
theres obvious stutter/stall.
Whilst it shows the "basic technology",
it's not doing your achievement justice.
Bumpmaps are definitely over emphasised.
As already explained on our forum:
it was made on purpose,
I can't find that reference,
but I do understand the reason for their emphasis.
virtuali @ FSDT forum; said:
This is an entirely new ground rendering method,
which hasn't been used by anyone else before,
and allows for much better graphic quality,
without any of the compromises we had to do in the past,
due to the use of FS8 legacy code in FSX,
to create fully custom ground.
Again, maybe a translation matter -
Above infers that -
- FSX uses FS8 legacy code, (for custom ground),
and
- FSX is faulty WRT supporting that FS8 legacy code.
For clarity, (of others reading),
AIUI,
the old ground-poly method
was not "FS8 legacy code".
It was a '3rd party ASM hack'
which was never supported by MS.
i.e.
It was entirely 'your choice' in the past
attempting to implement a 3rd party unsupported hack.
Bottom line -
Its not the fault of FSX
that the 3rd party unsupported hack
did not work in FSX.
Hence -
Maybe a translation matter,
but statement -
due to the use of FS8 legacy code in FSX,
should probably read -
due to our use of FS8 legacy code in FSX,
Hope this sufficiently clarifies matters.
re: New FSX groundpolys
Their display is managed by our Addon Manager module
which is treating them as a special case,
and they are not contained in a .BGL file.
Did Adam's HowTo/Recipe not work ?
Interested to hear pros/cons of both methods
that led to your choice of implementation.
Is the following related to above choice ?
virtuali @ FSDT forum; said:
THANKS to the Addon Manager,
that allows several optimizations
that FSX BGL-only sceneries can't use anymore
(like LOD, selective loading with realtime checks for distance, viewpoint and altituide)
Intrigued by your FSX BGL-only LOD comment.
Could you explain a little please ?
Really looking forward to seeing
an updated video of your completed implementation.
Many thanks.
ATB
Paul