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Author SHA1 Message Date
ThorstenB
faa27266dc #232: reintroduce "point sprites for runway lights" switch
Make runway lights work when point sprites aren't enabled (mainly ATI)
(also requires fg/sg update).
Some white-space cleanup.
2011-07-31 13:13:37 +02:00
Ryan Miller
96da518d8d New animated jetway system; add support for EGKK, EHAM, KDEN, KLAS, KSFO, PANC, 717, AI 737, AI 744, AI MD-80 2011-05-26 18:10:32 -07:00
Vivian Meazza
c67632905a Add Skydome effect.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2011-04-15 16:07:53 +01:00
Gijs de Rooy
92f3dee117 Rendering dialog: add random objects option back in 2011-02-19 22:07:44 +01:00
ThorstenB
04aecf90c3 Random object configuration and scenery reloading.
Re-enable "random object" checkbox.
(Debug) option for complete scenery reloading (e.g. use after TerraSync
update or changing options such as "random objects").
2011-02-13 19:31:59 +01:00
Gijs de Rooy
2fb720e2b3 Add cloud-density option back into the rendering dialog 2011-01-02 20:32:38 +01:00
Gijs de Rooy
2b58f46608 Add wireframe to rendering dialog 2010-12-27 21:44:43 +01:00
Stuart Buchanan
3d7d00ead9 Minor changes various dialogs to make generally consistent:
- Title bar with cancel button in top left hand side.
- horizontal line dividing main dialog from bottom buttons
- Minor layout and Nasal fixes.
2010-12-27 20:19:31 +00:00
Gijs de Rooy
72f0ea1fea Issue 181: add object-name to all rendering options. Rename snow level to snow line. Snow dependant on crop, landmass or urban shaders. 2010-12-26 19:26:05 +01:00
Tim Moore
ddcd76c677 Issue 181: add object-name to binding of snow level slider
The dialog-apply binding was setting all the properties in the
rendering dialog, including ones that are tested in technique
predicates. This was causing effects to be reinitialized.
2010-12-26 18:21:26 +01:00
Gijs de Rooy
26ceeac7f1 Gray-out shader-options when shaders are disabled 2010-12-15 13:35:54 +01:00
Gijs de Rooy
cad9ef6967 Add random-vegetation back in 2010-12-14 21:26:46 +01:00
Gijs de Rooy
2fbf60435f Hide checboxes of unused/broken features. 2010-12-13 22:30:15 +01:00
gral@who.net
b92252c0a3 New checkbox transition shaders to separate rock/transition shader work from crop shaders 2010-08-31 10:29:51 +02:00
Vivian Meazza
0e2aeaf421 Add persistent contrails
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
2010-07-31 21:34:35 +01:00
fredb
d14a2585c7 Allow more increments 2010-04-11 09:18:59 +00:00
ehofman
2a5a34c771 set the quality slider stepsize to 1.0 (for integers) 2010-04-11 09:03:55 +00:00
fredb
b3c61e6b8c Add a quality index that will help user to choose the level of eye candy vs available hardware performance 2010-04-10 13:33:14 +00:00
stuart
6b4857ce8c Allow the snow level of the landmass shader to be set from the property system, and expose it in the rendering dialog. Could be used in future to set the snow level based on the current weather. 2010-03-27 14:02:56 +00:00
fredb
c9236ad565 First iteration of the urban effect with relief mapping. Relief map by HB-Gral. 2010-03-12 22:25:19 +00:00
stuart
1807917d0c Updated Rendering and Display options dialogs. 2009-11-22 19:26:06 +00:00
sydadams
d6db41f31d Reorganized the rendering menu 2009-10-15 03:25:05 +00:00
sydadams
a2a0534aab added a separate "effects" dialog, may need tweaking still
Added an option in the View Options to shut off the view name popup
2009-10-08 02:19:37 +00:00
timoore
943ba2a4fe Till Busch - effects, shaders and textures for crop and water effects
Incorporated changes to effects file syntax. Changed Till's landmass
to mix in the base terrain texture. Some shader cleanup.

Also, add a GUI control for enabling shaders.
2009-08-08 10:17:58 +00:00
timoore
df03142574 new properties for shadows 2009-07-15 22:49:00 +00:00
fredb
828c2069aa Stuart :
- Removes the cloud type re-use code - I think they aren't worth the graphical artefacts that they cause in light of Tim's improvements
- Changes the transparency of the clouds. Previously, the clouds were transparent at 0m distance, opaque at 200m, then gradually more transparent to the fog limits. This meant they were generally quite transparent. Now, they are opaque from 200m to 15km, then become transparent at 20km. A side effect of this is that the current textures could probably benefit from being made slightly transparent to improve the blending of the sprites against each other.
2008-12-11 08:29:36 +00:00
fredb
31977abb98 Stuart Buchanan :
This provides the following enhancements & bug fixes
- Fix the chequer-board bug.
- Add proper cloud coverage function - so scattered clouds are now truly scattered.
- Add real-time control for visibility range.
- Use a limited set of clouds rather than generating a completely new Geode for each cloud. This saves sorting and display time.
- Add controls to Rendering dialog to allow fine-tuning of the number of sprites, cloud visibility and the number of different types of cloud.
- Add some variance to the sort back-off to avoid all clouds being sorted at the same time.
- Pack attributes into vectors for performance
- Re-order the cloud type determination code so that if a cloud layer could either be stratus or cumulus, cumulus is used.
- Lowered the cloud level in the standard cloud configuration slightly so a cumulus layer is generated rather than stratus.

These last two mean that you should see some 3D cumuli if disabling real weather fetch.

My thanks to Yon Uriarte for his help with performance work.
2008-12-04 20:57:55 +00:00
mfranz
f104544ef8 only enable precipitation if it's enabled in the gui
(/sim/rendering/precipitation-gui-enabled) *and* if the aircraft wants it
(/sim/rendering/precipitation-aircraft-enabled). Some aircraft model rain
on the windshield and want to turn rain off for interior views.
2008-11-23 10:37:19 +00:00
stuart
2c2a67a021 Remove redundant 3D cloud controls. 2008-11-06 19:11:31 +00:00
mfranz
43394835b0 add explanation for "particles" 2008-10-20 20:24:50 +00:00
mfranz
4393681be9 add flag/checkbox to enable/disable particles 2008-10-17 21:21:22 +00:00
mfranz
2040b96b4f s/show_widgets/enable_widgets/ (the function doesn't show anything) 2008-08-03 15:37:43 +00:00
mfranz
c404626aa8 enable hiding of widgets again, this time in a saner way :-) 2008-08-03 13:43:30 +00:00
mfranz
f76b748786 remove "devel-widgets" nasal block 2008-08-03 12:33:56 +00:00
mfranz
a2982254ab add 'random vegetation' checkbox. (Note that you won't see the effect
immediately!)
2008-04-20 08:46:36 +00:00
mfranz
8bf50232da replace /sim/devel by /sim/gui/devel-widgets to enable/disable devel widgets 2007-12-11 15:50:58 +00:00
mfranz
e092ee9abc - we prefer hyphens in property names to underscores
- save /sim/multiplayer/chat-display to autosave.xml
- remove trailing spaces
2007-08-01 19:37:51 +00:00
mfranz
c1c86bb8a5 - use <hrule/> and <vrule/> without dummy children
- minor improvements/cosmetics
2007-03-26 15:25:27 +00:00
frohlich
9c52cbf4ac Modified Files:
preferences.xml gui/menubar.xml gui/dialogs/rendering.xml
Added Files:
	Nasal/multiplayer.nas gui/dialogs/chat.xml
	gui/dialogs/chat_full.xml:
	the data part of Stuarts multiplayer/chat patch
2006-10-10 05:23:38 +00:00
curt
ff8ee80ece Add an option to toggle point sprites on/off for runway lighting. 2006-07-20 14:30:03 +00:00
mfranz
daaf1c5879 - fix indentation
- remove shadow devel checkbox, unless /sim/devel is set
2006-06-08 17:21:57 +00:00
mfranz
fbd735408d implement frame rate display as transparent & draggable dialog
(ordered by Curt as Christmas present :-)
2005-12-15 22:00:31 +00:00
mfranz
759ff1b715 capitalization fix 2005-11-08 19:25:36 +00:00
mfranz
9fa98151db use <key>Esc</key> instead of <keynum>27</keynum> 2005-11-05 18:42:28 +00:00
mfranz
9c49dccd5b let all dialogs in $FG_ROOT/gui/dialogs be closed/canceled/dismissed on
Escape key; nasal generated dialogs will follow
2005-11-05 13:59:06 +00:00
ehofman
26fc44aa32 Harald JOHNSEN:
Changes
=======

- shadowvolume.cxx, renderer.cxx :
  - reduced the polygon offset a bit to eliminate some artifact ;
  - changed again the cleanup code for objects inside a tile because it could crash on rare occasion ;
  - the culling of shadow casters has been rewritten to traverse the scene graph, it should be
    a bit faster when there is a lot of objects ;
  - the range selector was not correctly handled, sometimes the wrong LOD was casting shadows.
  - added the option to display aircraft's transparent objects after the shadows, this will
    reduce the problem of shadows being hidden by the transparent object (propeller disk,
    rotor, etc). A side effect is that aircraft's transparent objects won't receive shadows
    anymore. This is usually a good thing except when the aircraft use a 'transparent'
    texture where it should not. A transparent texture in the plib context is a texture
    with an alpha channel or a material with alpha <= 0.99.

- model.cxx, animation.cxx, shadowvolume.cxx :
  - added an optional <condition> under the <noshadow> animation

- tower.cxx
  - correct a rare bug where all occurences of the aircraft are not deleted from the
  departure list causing a crash in FGTower::CheckDepartureList function.
2005-07-18 16:58:52 +00:00
mfranz
30526c9307 fix typo; rule instead of underscores 2005-07-11 08:27:47 +00:00
mfranz
ceb8abd810 - move <hrule> to correct place and add a dummy child
- fix indentation
2005-07-02 20:51:09 +00:00
ehofman
07aaf76d45 Harald JOHNSEN:
Changes
=======

New volumetric shadows for FlightGear.

There is now two new checkboxes in the rendering dialog to enable/disable shadows
for the user aircraft and for static scenery objects (ie those defined in the .stg files).
AI and random objects are not handled for the moment.


known bugs
==========
- ghost objects
2005-06-26 17:19:58 +00:00
mfranz
336969e3f0 spelling fixes (thanks to Vivian) 2005-05-15 16:34:00 +00:00