From: [EMAIL PROTECTED]
[mailto:flightgear-devel-admin;flightgear.org]On Behalf Of Curtis L.
Olson
So I would say go for it, people can always maintain their local
overrides. It's not like we are changing any core functionality here.
You will never get a consensus for anything you put
Jim Wilson writes:
The distant lights seem about right on my display. Is this looking
bad on the 16bit cards? What is the problem? Are you seeing
z-fighting or do they look strangely positioned?
They seem to slope upwards.
All the best,
David
--
David Megginson, [EMAIL PROTECTED],
Hi, I just came across a website:
http://www.greatbuildings.com/
They have information on important buildings, many have downloadable
3D models. Those of you involved in creating scenery: how about adding
a real Eiffel tower in Paris, for example? (Assuming it's not yet
there.)
Please Cc: to
David Megginson writes:
Jim Wilson writes:
The distant lights seem about right on my display. Is this looking
bad on the 16bit cards? What is the problem? Are you seeing
z-fighting or do they look strangely positioned?
They seem to slope upwards.
The lights are all moved as a
Andy Ross wrote:
David Megginson wrote:
I have a feeling that we won't have good, free geodata for the rest
of the world until the U.S. decides to provide it for us,
Actually, wasn't there a shuttle mission about two years ago which did
a high-resolution radar survey of the whole
Curtis L. Olson [EMAIL PROTECTED] said:
Jim Wilson writes:
The problem I'm seeing is the lights suddenly elevate at the tile
boundry down the other end of 28R at KSFO. Up to what appears to be
the 2m or so you mentioned earlier. It seems that perhaps this is
may be some sort of tile
David Megginson [EMAIL PROTECTED] said:
Jim Wilson writes:
Ok good...got it. I think we can come up with a simple solution, but it
could take some trial on error with the 16 bit cards. When i get running on
the voodoo i'll test it.
You can also switch a GeForce card over the
Jim Wilson writes:
Hmmm...in my tests even if the lifting code is *completely* disabled (approx
line 900, tilentry.cxx), the lights still jump up a couple meters near the end
of KSFO runway 28R when crossing the tile boundry. What do you think?
Precision error in the transform vector?
Are
Never modelled any scenery, but the idea of flying through a large train
station or something else kind of appeals to me (is this possible?)
On Wed, 2002-10-30 at 13:03, Major A wrote:
Hi, I just came across a website:
http://www.greatbuildings.com/
They have information on important
Just while we wait for the free data, I'm curious to know how much it
costs to get the use of a satellite for collecting it. Is it the
blender fund kind of area?
Later,
Chris
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
Christopher S Horler wrote:
Just while we wait for the free data, I'm curious to know how much it
costs to get the use of a satellite for collecting it. Is it the
blender fund kind of area?
IIRC the SRTM SpaceShuttle mission had a budget of 250 million US$...
CU,
Christian
--
The idea is
On Wed, 30 Oct 2002, Erik Hofman wrote:
Unfortunatelly the license doesn't allow us to include it in the base
package:
Licensing -- These models are provided free online only for uses which
are both private and non-commercial.
But implementing them in a different format, with much reduced
I guess, we ain't going to have much success starting our own little
fgfs scenery fund then:-)
On Wed, 2002-10-30 at 19:21, Christian Mayer wrote:
Christopher S Horler wrote:
Just while we wait for the free data, I'm curious to know how much it
costs to get the use of a satellite for
Curtis L. Olson [EMAIL PROTECTED] said:
Are you sure you actually disabled the lift vector? At about line
#915 in tileentry.cxx you should find:
sgAddVec3( lt_trans, lift_vec );
Comment out that single line and see if you still see a jumping when
crossing a tile boundary.
Yes and
You miss 100% of the shots you don't take ... :-)
Christopher S Horler writes:
I guess, we ain't going to have much success starting our own little
fgfs scenery fund then:-)
On Wed, 2002-10-30 at 19:21, Christian Mayer wrote:
Christopher S Horler wrote:
Just while we wait for the
Jim Wilson [EMAIL PROTECTED] said:
Curtis L. Olson [EMAIL PROTECTED] said:
Are you sure you actually disabled the lift vector? At about line
#915 in tileentry.cxx you should find:
sgAddVec3( lt_trans, lift_vec );
Comment out that single line and see if you still see a
Jim Wilson writes:
Jim Wilson [EMAIL PROTECTED] said:
Curtis L. Olson [EMAIL PROTECTED] said:
Are you sure you actually disabled the lift vector? At about line
#915 in tileentry.cxx you should find:
sgAddVec3( lt_trans, lift_vec );
Comment out that single line and
Revised patch, eliminating distance component.
Best,
Jim
Index: src/Scenery/tileentry.cxx
===
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Scenery/tileentry.cxx,v
retrieving revision 1.10
diff -u -r1.10 tileentry.cxx
---
Curtis L. Olson [EMAIL PROTECTED] said:
That seems to work reasonably well here with a 24 bit depth buffer
too. I can live with that and it would definitely simplify things and
seems to work every bit as good.
One correction to what you added to cvs.
Line 899 should read:
if (agl 0.0)
Another thing...should've just redone the patch...
Line 906 should read:
sgScaleVec3( lift_vec, 0.0 + agl / 20.0 );
instead of:
sgScaleVec3( lift_vec, 1.0 + agl / 20.0 );
There isn't any need to lift the lights an extra meter in 16bpp mode.
Best,
Jim
Jim Wilson [EMAIL
Ok, good catch, thanks.
Curt.
Jim Wilson writes:
Curtis L. Olson [EMAIL PROTECTED] said:
That seems to work reasonably well here with a 24 bit depth buffer
too. I can live with that and it would definitely simplify things and
seems to work every bit as good.
One correction to
Hi All
I have placed a tarball of hud.cxx hud.hxx that contains
a modified version of Andy's patch that implements the
3D HUD as the 'normal' and the 2D HUD as the 'minimal'
HUD.i and shift I keys
I am not submitting this as a patch to Curt in that it has
significant whitespace changes
Norman Vine wrote:
Hi All
I have placed a tarball of hud...
I am working on a major restructuring of the HUD to
make having multiple versions of both the 2D and 3D
HUDs available at the same time
Good. When I worked on the code I expected that is would eventually be
expanded to support
I've been thinking about the JSBSim shuttle model lately, and making a HUD
for it (at some point). Here is a diagram of the set of symbols which can
appear on the shuttle HUD:
http://www.hal-pc.org/~jsb/HUD.jpg
There are a few things missing, but it's almost all there. The thing is, I
don't know
Jon Berndt writes:
I've been thinking about the JSBSim shuttle model lately, and making a HUD
for it (at some point). Here is a diagram of the set of symbols which can
appear on the shuttle HUD:
http://www.hal-pc.org/~jsb/HUD.jpg
There are a few things missing, but it's almost all there.
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