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Merge branch 'master' of git://gitorious.org/fg/fgdata

This commit is contained in:
BARANGER Emmanuel 2012-04-09 20:33:41 +02:00
commit 7c0bfc5e49
12 changed files with 680 additions and 48 deletions

View file

@ -37,17 +37,17 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<file type="string">n301dp</file>
<index type="int">0</index>
</liverytail>
<liverywing>
<file type="string">n301dp</file>
<index type="int">0</index>
</liverywing>
<c172p>
<immat>false</immat>
<fairing1>true</fairing1>
<fairing2>false</fairing2>
<fairing3>false</fairing3>
<immat type="bool">false</immat>
<fairing1 type="bool">true</fairing1>
<fairing2 type="bool">false</fairing2>
<fairing3 type="bool">false</fairing3>
</c172p>
</model>
@ -59,13 +59,13 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<!-- hide the 2D panel -->
<panel>
<visibility archive="y">false</visibility>
<visibility type="bool" archive="y">false</visibility>
</panel>
<!-- position the pilot viewpoint and angle -->
<view>
<internal archive="y">true</internal>
<internal type="bool" archive="y">true</internal>
<config>
<x-offset-m archive="y">-0.21</x-offset-m>
<y-offset-m archive="y">0.235</y-offset-m>
@ -148,10 +148,12 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<consumables>
<fuel>
<tank n="0">
<level-gal_us>20</level-gal_us>
<level-gal_us type="double">20</level-gal_us>
<selected type="bool">true</selected>
</tank>
<tank n="1">
<level-gal_us>20</level-gal_us>
<level-gal_us type="double">20</level-gal_us>
<selected type="bool">true</selected>
</tank>
</fuel>
</consumables>
@ -178,9 +180,9 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
</engines>
<lighting>
<strobe type="bool">true</strobe>
<beacon type="bool">true</beacon>
<nav-lights type="bool">true</nav-lights>
<strobe type="bool">true</strobe>
<beacon type="bool">true</beacon>
<nav-lights type="bool">true</nav-lights>
</lighting>
<nasal>
@ -255,7 +257,7 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<key n="76">
<name>L</name>
<desc>Decrease Panel lighting</desc>
<repeatable>true</repeatable>
<repeatable type="bool">true</repeatable>
<binding>
<command>property-adjust</command>
<property>controls/lighting/instruments-norm</property>
@ -268,7 +270,7 @@ Started October 23 2001 by John Check, fgpanels@rockfish.net
<key n="108">
<name>l</name>
<desc>Increase Panel lighting</desc>
<repeatable>true</repeatable>
<repeatable type="bool">true</repeatable>
<binding>
<command>property-adjust</command>
<property>controls/lighting/instruments-norm</property>

View file

@ -48,7 +48,7 @@
</parameters>
<!-- put techniques at a "high" index to allow derived effects to
insert their own techniques first. -->
<technique n="7">
<technique n="5">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>

View file

@ -39,6 +39,345 @@
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="6">
<predicate>
<and>
<property>/sim/rendering/rembrandt</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/urban</float-property>
</less-equal>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
<or>
<extension-supported>GL_ATI_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_ARB_shader_texture_lod</extension-supported> <!-- not available in NVidia driver -->
<extension-supported>GL_EXT_gpu_shader4</extension-supported>
</or>
</and>
</predicate>
<pass>
<lighting>false</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>false</blend>
<alpha-test>false</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>nearest-mipmap-nearest</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
<mipmap-control>
<function-r>average</function-r>
<function-g>average</function-g>
<function-b>average</function-b>
<function-a>min</function-a>
</mipmap-control>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader n="1">Shaders/urban-gbuffer.vert</vertex-shader>
<fragment-shader n="1">Shaders/urban-gbuffer.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>QDMTex</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
<uniform>
<name>max_lod_level</name>
<type>float</type>
<value>
<use>max-lod-level</use>
</value>
</uniform>
</pass>
</technique>
<technique n="7">
<predicate>
<and>
<property>/sim/rendering/rembrandt</property>
<property>/sim/rendering/shaders/urban</property>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/urban</float-property>
</less-equal>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
</and>
</or>
<!-- quality level below 4.0 doesn't require GL_ATI_shader_texture_lod or GL_ARB_shader_texture_lod -->
</and>
</predicate>
<pass>
<lighting>false</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>false</blend>
<alpha-test>false</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[0]/image</use>
</image>
<filter>
<use>texture[0]/filter</use>
</filter>
<wrap-s>
<use>texture[0]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[0]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[0]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[2]/image</use>
</image>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/urban-gbuffer.vert</vertex-shader>
<fragment-shader>Shaders/urban-gbuffer.frag</fragment-shader>
<attribute>
<name>tangent</name>
<index>6</index>
</attribute>
<attribute>
<name>binormal</name>
<index>7</index>
</attribute>
<attribute>
<name>normal</name>
<index>15</index>
</attribute>
</program>
<uniform>
<name>BaseTex</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>NormalTex</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>NoiseTex</name>
<type>sampler-3d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>depth_factor</name>
<type>float</type>
<value>
<use>depth-factor</use>
</value>
</uniform>
<uniform>
<name>tile_size</name>
<type>float</type>
<value>
<use>xsize</use>
</value>
</uniform>
<uniform>
<name>night_color</name>
<type>float-vec3</type>
<value>
<use>night-color</use>
</value>
</uniform>
<uniform>
<name>quality_level</name>
<type>float</type>
<value>
<use>quality-level</use>
</value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value>
<use>snow-level</use>
</value>
</uniform>
</pass>
</technique>
<technique n="8">
<predicate>
<and>

View file

@ -12,16 +12,16 @@ var dialog = {
# "private"
var font = { name: "FIXED_8x13" };
me.header = [" submodule", "cumulative/ms", "total/ms", "min/ms", "max/ms", "mean/ms", "stddev/ms", "iterations" ];
me.header = [" submodule", "cumulative/ms", "total/ms", "max/ms", "min/ms", "mean/ms", "stddev/ms", "iterations" ];
me.columns = [
{ type: "text", property: "name", format: " %s", label: "------------------", halign: "fill", font: font },
{ type: "text", property: "cumulative-ms", format:" %8.2f", label: "------------", halign: "fill", font: font },
{ type: "text", property: "total-ms", format:" %8.2f", label: "------------", halign: "fill", font: font },
{ type: "text", property: "min-ms", format: "%5.2f", label: "---------", halign: "fill", font: font },
{ type: "text", property: "name", format: " %s", label: "------------------", halign: "fill", font: font },
{ type: "text", property: "cumulative-ms", format: "%9.2f", label: "-------------", halign: "fill", font: font },
{ type: "text", property: "total-ms", format: "%6.2f", label: "----------", halign: "fill", font: font },
{ type: "text", property: "max-ms", format: "%5.2f", label: "---------", halign: "fill", font: font },
{ type: "text", property: "mean-ms", format:" %5.2f", label: "---------", halign: "fill", font: font },
{ type: "text", property: "stddev-ms", format:" %5.2f", label: "---------", halign: "fill", font: font },
{ type: "text", property: "count", format:" %3d", label: "------", halign: "fill", font: font },
{ type: "text", property: "min-ms", format: "%5.2f", label: "---------", halign: "fill", font: font },
{ type: "text", property: "mean-ms", format: "%5.2f", label: "---------", halign: "fill", font: font },
{ type: "text", property: "stddev-ms", format: "%5.2f", label: "---------", halign: "fill", font: font },
{ type: "text", property: "count", format: "%3d", label: "------", halign: "fill", font: font },
];
me.name = "performance-monitor";
me.dialog = nil;

View file

@ -41,7 +41,8 @@ var Node = {
getBoolValue : func {
var val = me.getValue();
if(me.getType() == "STRING" and val == "false") return 0;
var mytype = me.getType();
if((mytype == "STRING" or mytype == "UNSPECIFIED") and val == "false") return 0;
return !!val;
},

View file

@ -15,7 +15,7 @@ void main() {
float emission = 0.0;
// Normal is straight towards the viewer.
vec3 normal2 = (0.0, 0.0, 0.0);
vec3 normal2 = vec3(0.0, 0.0, 0.0);
gl_FragData[0] = vec4( 0.5, 0.5, 0.0, 1.0 );
gl_FragData[1] = vec4( gl_Color.rgb * texel.rgb, float( materialID ) / 255.0 );
gl_FragData[2] = vec4( specular, shininess / 255.0, emission, 1.0 );

219
Shaders/urban-gbuffer.frag Normal file
View file

@ -0,0 +1,219 @@
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier.
// Adapted from the paper by F. Policarpo et al. : Real-time Relief Mapping on Arbitrary Polygonal Surfaces
// Adapted from the paper and sources by M. Drobot in GPU Pro : Quadtree Displacement Mapping with Height Blending
#version 120
#extension GL_ATI_shader_texture_lod : enable
#extension GL_ARB_shader_texture_lod : enable
#define TEXTURE_MIP_LEVELS 10
#define TEXTURE_PIX_COUNT 1024 //pow(2,TEXTURE_MIP_LEVELS)
#define BINARY_SEARCH_COUNT 10
#define BILINEAR_SMOOTH_FACTOR 2.0
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 Normal;
varying vec4 constantColor;
varying vec4 specular;
uniform sampler3D NoiseTex;
uniform sampler2D BaseTex;
uniform sampler2D NormalTex;
uniform sampler2D QDMTex;
uniform float depth_factor;
uniform float tile_size;
uniform float quality_level;
uniform float snowlevel;
const float scale = 1.0;
int linear_search_steps = 10;
int GlobalIterationCount = 0;
int gIterationCap = 64;
void QDM(inout vec3 p, inout vec3 v)
{
const int MAX_LEVEL = TEXTURE_MIP_LEVELS;
const float NODE_COUNT = TEXTURE_PIX_COUNT;
const float TEXEL_SPAN_HALF = 1.0 / NODE_COUNT / 2.0;
float fDeltaNC = TEXEL_SPAN_HALF * depth_factor;
vec3 p2 = p;
float level = MAX_LEVEL;
vec2 dirSign = (sign(v.xy) + 1.0) * 0.5;
GlobalIterationCount = 0;
float d = 0.0;
while (level >= 0.0 && GlobalIterationCount < gIterationCap)
{
vec4 uv = vec4(p2.xyz, level);
d = texture2DLod(QDMTex, uv.xy, uv.w).w;
if (d > p2.z)
{
//predictive point of ray traversal
vec3 tmpP2 = p + v * d;
//current node count
float nodeCount = pow(2.0, (MAX_LEVEL - level));
//current and predictive node ID
vec4 nodeID = floor(vec4(p2.xy, tmpP2.xy)*nodeCount);
//check if we are crossing the current cell
if (nodeID.x != nodeID.z || nodeID.y != nodeID.w)
{
//calculate distance to nearest bound
vec2 a = p2.xy - p.xy;
vec2 p3 = (nodeID.xy + dirSign) / nodeCount;
vec2 b = p3.xy - p.xy;
vec2 dNC = (b.xy * p2.z) / a.xy;
//take the nearest cell
d = min(d,min(dNC.x, dNC.y))+fDeltaNC;
level++;
//use additional convergence speed-up
#ifdef USE_QDM_ASCEND_INTERVAL
if(frac(level*0.5) > EPSILON)
level++;
#elseif USE_QDM_ASCEND_CONST
level++;
#endif
}
p2 = p + v * d;
}
level--;
GlobalIterationCount++;
}
//
// Manual Bilinear filtering
//
float rayLength = length(p2.xy - p.xy) + fDeltaNC;
float dA = p2.z * (rayLength - BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
float dB = p2.z * (rayLength + BILINEAR_SMOOTH_FACTOR * TEXEL_SPAN_HALF) / rayLength;
vec4 p2a = vec4(p + v * dA, 0.0);
vec4 p2b = vec4(p + v * dB, 0.0);
dA = texture2DLod(NormalTex, p2a.xy, p2a.w).w;
dB = texture2DLod(NormalTex, p2b.xy, p2b.w).w;
dA = abs(p2a.z - dA);
dB = abs(p2b.z - dB);
p2 = mix(p2a.xyz, p2b.xyz, dA / (dA + dB));
p = p2;
}
float ray_intersect_QDM(vec2 dp, vec2 ds)
{
vec3 p = vec3( dp, 0.0 );
vec3 v = vec3( ds, 1.0 );
QDM( p, v );
return p.z;
}
float ray_intersect_relief(vec2 dp, vec2 ds)
{
float size = 1.0 / float(linear_search_steps);
float depth = 0.0;
float best_depth = 1.0;
for(int i = 0; i < linear_search_steps - 1; ++i)
{
depth += size;
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
if(best_depth > 0.996)
if(depth >= t)
best_depth = depth;
}
depth = best_depth;
const int binary_search_steps = 5;
for(int i = 0; i < binary_search_steps; ++i)
{
size *= 0.5;
float t = step(0.95, texture2D(NormalTex, dp + ds * depth).a);
if(depth >= t)
{
best_depth = depth;
depth -= 2.0 * size;
}
depth += size;
}
return(best_depth);
}
float ray_intersect(vec2 dp, vec2 ds)
{
if ( quality_level >= 4.0 )
return ray_intersect_QDM( dp, ds );
else
return ray_intersect_relief( dp, ds );
}
void main (void)
{
if ( quality_level >= 3.0 ) {
linear_search_steps = 20;
}
vec3 ecPos3 = ecPosition.xyz / ecPosition.w;
vec3 V = normalize(ecPos3);
vec3 s = vec3(dot(V, VTangent), dot(V, VBinormal), dot(VNormal, -V));
vec2 ds = s.xy * depth_factor / s.z;
vec2 dp = gl_TexCoord[0].st - ds;
float d = ray_intersect(dp, ds);
vec2 uv = dp + ds * d;
vec3 N = texture2D(NormalTex, uv).xyz * 2.0 - 1.0;
float emis = N.z;
N.z = sqrt(1.0 - min(1.0,dot(N.xy, N.xy)));
float Nz = N.z;
N = normalize(N.x * VTangent + N.y * VBinormal + N.z * VNormal);
gl_FragData[0] = vec4( (N.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
vec4 ambient_light = constantColor + vec4(gl_Color.rgb, 1.0);
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.01*scale);
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.00066*scale);
float n=0.06;
n += nvL[0]*0.4;
n += nvL[1]*0.6;
n += nvL[2]*2.0;
n += nvL[3]*4.0;
n += noisevec[0]*0.1;
n += noisevec[1]*0.4;
n += noisevec[2]*0.8;
n += noisevec[3]*2.1;
n = mix(0.6, n, length(ecPosition.xyz) );
vec4 finalColor = texture2D(BaseTex, uv);
finalColor = mix(finalColor, clamp(n+nvL[2]*4.1+vec4(0.1, 0.1, nvL[2]*2.2, 1.0), 0.7, 1.0),
step(0.8,Nz)*(1.0-emis)*smoothstep(snowlevel+300.0, snowlevel+360.0, (rawpos.z)+nvL[1]*3000.0));
finalColor *= ambient_light;
vec4 p = vec4( ecPos3 + tile_size * V * (d-1.0) * depth_factor / s.z, 1.0 );
vec4 iproj = gl_ProjectionMatrix * p;
iproj /= iproj.w;
gl_FragData[1] = vec4( finalColor.rgb, 1.0 / 255.0 );
gl_FragData[2] = vec4( dot(specular.xyz,vec3(0.3, 0.59, 0.11 )), specular.w, 0.0, 1.0 );
gl_FragDepth = (iproj.z + 1.0) / 2.0;
}

View file

@ -0,0 +1,30 @@
// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec4 constantColor;
varying vec4 specular;
attribute vec3 tangent, binormal;
void main(void)
{
rawpos = gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
VTangent = gl_NormalMatrix * tangent;
VBinormal = gl_NormalMatrix * binormal;
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
specular = vec4( gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess );
}

View file

@ -122,6 +122,61 @@
</binding>
</checkbox>
-->
<group>
<layout>hbox</layout>
<row>1</row>
<col>0</col>
<checkbox>
<halign>left</halign>
<label>Throttle frame rate</label>
<name>frame-rate-throttle</name>
<property>/sim/gui/frame-rate-throttled</property>
<binding>
<command>dialog-apply</command>
<object-name>frame-rate-throttle</object-name>
</binding>
<binding>
<command>nasal</command>
<script>
var throttled = getprop("/sim/gui/frame-rate-throttled");
if (throttled)
setprop("/sim/frame-rate-throttle-hz", 50);
else
setprop("/sim/frame-rate-throttle-hz", 0);
</script>
</binding>
</checkbox>
<group>
<layout>hbox</layout>
<visible>
<greater-than>
<property>/sim/frame-rate-throttle-hz</property>
<value>0</value>
</greater-than>
</visible>
<slider>
<name>frame-rate</name>
<min>15.0</min>
<max>70.0</max>
<step>1.0</step>
<property>/sim/frame-rate-throttle-hz</property>
<binding>
<command>dialog-apply</command>
<object-name>frame-rate</object-name>
</binding>
</slider>
<text>
<halign>left</halign>
<label>99 Hz</label>
<format>%2.0f Hz</format>
<live>true</live>
<property>/sim/frame-rate-throttle-hz</property>
</text>
</group>
</group>
<group>
<layout>hbox</layout>
@ -391,8 +446,6 @@
<property>/sim/rendering/shaders/custom-settings</property>
</not>
</visible>
<layout>hbox</layout>
<text>
<label>Performance</label>
@ -664,6 +717,7 @@
<open>
gui.enable_widgets(cmdarg(), "shadows-debug", getprop("/sim/gui/devel-widgets"));
props.globals.getNode("/sim/rendering/shaders/quality-level", 1).setAttribute("userarchive", 0);
setprop("/sim/gui/frame-rate-throttled", (getprop("/sim/frame-rate-throttle-hz") > 0));
</open>
</nasal>
</PropertyList>

View file

@ -917,7 +917,6 @@ Shared parameters for various materials.
<a>1.0</a>
</specular>
<texture>Runway/pa_shoulder.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
</material>
@ -940,7 +939,6 @@ Shared parameters for various materials.
<a>1.0</a>
</specular>
<texture>Runway/pc_shoulder.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
</material>
@ -963,7 +961,6 @@ Shared parameters for various materials.
<a>1.0</a>
</specular>
<texture>Runway/pa_shoulder_f.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
</material>
@ -986,7 +983,6 @@ Shared parameters for various materials.
<a>1.0</a>
</specular>
<texture>Runway/pc_shoulder_f.dds</texture>
<ysize>5</ysize>
<wrapu>false</wrapu>
</material>

View file

@ -196,14 +196,12 @@ Shared parameters for various materials.
<material>
<name>pa_shoulder</name>
<texture>Runway/pa_shoulder.dds</texture>
<ysize>5</ysize>
<texture>Runway/pa_shoulder.png</texture>
</material>
<material>
<name>pa_shoulder_f</name>
<texture>Runway/pa_shoulder_f.dds</texture>
<ysize>5</ysize>
<texture>Runway/pa_shoulder_f.png</texture>
</material>
<material>
@ -474,14 +472,12 @@ Shared parameters for various materials.
<material>
<name>pc_shoulder</name>
<texture>Runway/pc_shoulder.dds</texture>
<ysize>5</ysize>
<texture>Runway/pc_shoulder.png</texture>
</material>
<material>
<name>pc_shoulder_f</name>
<texture>Runway/pc_shoulder_f.dds</texture>
<ysize>5</ysize>
<texture>Runway/pc_shoulder_f.png</texture>
</material>
<material>

View file

@ -766,14 +766,8 @@ Started September 2000 by David Megginson, david@megginson.com
</user>
<performance-monitor>
<enabled type="bool"
archive="n">false</enabled>
<interval-s type="double"
archive="n">4.0</interval-s>
<min-jitter-ms type="double"
archive="n">0.0</min-jitter-ms>
<min-time-ms type="double"
archive="n">100.0</min-time-ms>
<enabled type="bool" userarchive="n" preserve="y">false</enabled>
<interval-s type="double" userarchive="n" preserve="y">1.0</interval-s>
</performance-monitor>
<!-- animated jetway options -->
@ -806,6 +800,7 @@ Started September 2000 by David Megginson, david@megginson.com
<realism>
<dme-fallback-to-loc type="bool">false</dme-fallback-to-loc>
</realism>
<frame-rate-throttle-hz type="double" userarchive="y">0</frame-rate-throttle-hz>
</sim>
<!-- mouse mode -->
<devices>