On Thu, 11 Mar 2004, Al West wrote:
Jon, where are you based. I live just off the M5 up from Bridgwater which
isn't that far from Yeovilton. If you are nearby I could spend some time to
assist you - although I'm warning you now that I'm not very familiar with
FlightGear code at the moment.
Hello Robin,
would you please update the ICAO code for Chambley Airbase in France ?
Currently it is set to 'LFZZ' in your current data set
'AptNav200402XP715'. This is the usual code for airfields in France
that don't have an official ICAO code.
Chambley in fact does _not_ have an _official_ ICAO
I've bound Ctrl-R to the radios dialog. I imagine that this will be a very
frequently-used command, especially for aircraft that do not have
fully-interactive radios yet.
All the best,
David
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David Megginson
I've bound Ctrl-R to the radios dialog. I imagine that this
will be a very
frequently-used command, especially for aircraft that do not have
fully-interactive radios yet.
All the best,
Is that hard coded? I was literally in the process of binding R/r for
David Megginson said:
Actually, what we need is a proper graphics format that specifies per-vertex
normals. What we have now is a kludge that we need to hold onto until plib
supports another 3D format as fully as it supports AC3D. Given that
problem, I don't know how much formal
David Megginson wrote:
Update of /var/cvs/FlightGear-0.9/data/Aircraft/pa28-161/Models
In directory baron:/tmp/cvs-serv6690/Aircraft/pa28-161/Models
Modified Files:
pa28-161.ac panel.rgb
Added Files:
bench-back.rgb glareshield.rgb
Log Message:
Added textures for the back
Vivian Meazza wrote:
I've bound Ctrl-R to the radios dialog. I imagine that this
will be a very
frequently-used command, especially for aircraft that do not have
fully-interactive radios yet.
Is that hard coded? I was literally in the process of binding R/r for seat
raise/lower. Rather
Martin Spott wrote:
This aircraft gets really nice.
Thanks. The big breakthrough was my finally learning to use Blender to make
the textures (such as the panel plastics and screws) as well as the geometry
-- using a good 3D modeller with a bit of lighting can make even a
ham-fisted dolt like
* David Megginson -- Thursday 11 March 2004 17:05:
I'm not sure if r/R are in use.
Yes. r is replay, R is toggle thrust reverser on the Fokker100.
see $FG_ROOT/Docs/keyboard/map.pdf, or http://members.aon.at/mfranz/map.pdf
m.
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Flightgear-devel
I'm struggling a bit with the best way to implement text for the new
(3D-capable) animation code in FlightGear. Plib's current approach seems
suboptimal -- it uses textured fonts (good), but instead of adding the text
directly to a scene graph, it requires a separate drawing pass for it (bad).
David Megginson wrote
Sent: 11 March 2004 16:05
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] New keybinding
Vivian Meazza wrote:
I've bound Ctrl-R to the radios dialog. I imagine that this
will be a very
frequently-used command, especially for aircraft
Fred wrote
Marco,
Olivier just confirmed me that with the patches just included in CVS
by Erik, SimGear compiles fine with MSVC .Net 2003. It seems that
SimGear 0.3.4 has a problem in clouds3d that was corrected since then.
So, my only advice is that it is time to switch to the CVS version.
David Megginson wrote:
Yes: I haven't set the UV explicitly for all the faces yet, so there are
some weird default texture patterns in places -- I'm working through the
plane a little bit at a time so that the task isn't too daunting, but I've
already switched to it as my default aircraft
David Megginson wrote:
I'm struggling a bit with the best way to implement text for the new
(3D-capable) animation code in FlightGear. Plib's current approach
seems suboptimal -- it uses textured fonts (good), but instead of
adding the text directly to a scene graph, it requires a separate
Martin Spott writes:
David Megginson wrote:
Update of /var/cvs/FlightGear-0.9/data/Aircraft/pa28-161/Models
In directory baron:/tmp/cvs-serv6690/Aircraft/pa28-161/Models
Modified Files:
pa28-161.ac panel.rgb
Added Files:
bench-back.rgb glareshield.rgb
Log Message:
Hi,
Just update my simgear cvs today and I now get the following error:
In file included from sgstream.hxx:47,
from sgstream.cxx:32:
../../simgear/misc/zfstream.hxx:144: `traits_type' is not a member of
type `streambuf'
../../simgear/misc/zfstream.hxx:144: parse error before `::'
Andy Ross writes:
David Megginson wrote:
snip
Honestly, I think you might be fooling yourself on the 2D/3D
performance issues. There's no secret sauce in ssg that makes it
faster; my guess is that the existing 3D cockpits are faster than the
2D ones because they use fewer and smaller
David Luff wrote:
I'll second that - it really is good. It looks really good, and at high
resolutions the frame rate is much better than the default - I've seen 60
(pa28) vs. 30 (c172) at some locations and resolutions.
The old (2D) panel code seemed to be the real killer, since I'm using much
Andy Ross said:
David Megginson wrote:
I'm struggling a bit with the best way to implement text for the new
(3D-capable) animation code in FlightGear. Plib's current approach
seems suboptimal -- it uses textured fonts (good), but instead of
adding the text directly to a scene graph, it
Martin Spott wrote:
As the next step you probably might want to sell your Warrior in favour
of an Archer :-))
In retrospect, I wish I'd bought an Archer, since the cost of ownership is
virtually identical, but there's a bit more power and useful load when you
need it. On balance, though
Andy Ross wrote:
Honestly, I think you might be fooling yourself on the 2D/3D
performance issues. There's no secret sauce in ssg that makes it
faster; my guess is that the existing 3D cockpits are faster than the
2D ones because they use fewer and smaller textures, and do less
animation of the
Jim Wilson wrote:
With the EFIS displays a lot of the text is what you might call
semi static. It doesn't change often, but it changes (autopilot
settings and nav id's for example). I think the idea of generating
the quads makes the most sense.
So how about an interface that looks vaguely
David Megginson writes:
Andy Ross wrote:
Honestly, I think you might be fooling yourself on the 2D/3D
performance issues. There's no secret sauce in ssg that makes it
faster; my guess is that the existing 3D cockpits are faster than the
2D ones because they use fewer and smaller
David Megginson wrote:
Most of our training aircraft are already at least minimally IFR equipped
(mode C transponder, gyros, nav radio, VOR) -- typically, though, students
move up to a four-seater for IFR training since it's a little more stable.
We don't have two-seaters with gyros at our
Martin Spott wrote:
We don't have two-seaters with gyros at our flight school ;-)
- except the turn indicator - and we need at least dual NAV/COM as well
as an ADF and DME for IFR flight in Germany. Everything below is not
allowed for IFR.
Fuel costs don't help, obviously, but they're a
Norman Vine wrote:
My not so WAG is that the newer code draws MUCH less then the old approach.
i.e. All of the 2D Panel was drawn as was all of the scenery that it obscured.
In the new approach SSG is clipping those instruments not seen and the occluded
scenery is not drawn. Note this
David Megginson writes:
Norman Vine wrote:
My not so WAG is that the newer code draws MUCH less then the old approach.
i.e. All of the 2D Panel was drawn as was all of the scenery that it obscured.
In the new approach SSG is clipping those instruments not seen and the occluded
On Thu, 11 Mar 2004 17:10:30 +, David Luff [EMAIL PROTECTED]
wrote:
One bug though - I don't see the instrument needles under Linux with an
NVidia card. I thought you simply hadn't done them, until I saw them
under Cygwin with an ATI card. I see the large tilting plane in the
turn
Seamus Thomas Carroll wrote:
Hi,
Just update my simgear cvs today and I now get the following error:
In file included from sgstream.hxx:47,
from sgstream.cxx:32:
../../simgear/misc/zfstream.hxx:144: `traits_type' is not a member of
type `streambuf'
On Thu, 11 Mar 2004, David Megginson wrote:
I used geometry for the needles, and they must just be too narrow to show
up. It's strange, because I also use Linux+NVIDIA (GeForce2Go), and the
needles do show up on my system at 1600x1200.
In any case, I'll be switching to bigger quads with
Norman Vine said:
Ah... OK but keep in mind you are still drawing all of the Panel even if it
is not
all in view, this includes all of the 'state changes' taking place in the
2D code that
aren't necessarily happening in the 3D code and SSG might also be smart enough
to optimize some of
As far as I can tell, there is no SimGear-devel list, so I'm asking
this here.
I'm probably going to toy with EasyXML for a C++ side project I'm
working on - and if that goes well, perhaps think about using it with
JSBSim as well. I am guessing that I ought to be able to grab the
EasyXML
Norman Vine wrote:
Ah... OK but keep in mind you are still drawing all of the Panel even if it is not
all in view, this includes all of the 'state changes' taking place in the 2D code that
aren't necessarily happening in the 3D code and SSG might also be smart enough
to optimize some of these
Jim Wilson wrote:
One interesting thing I picked up on that didn't occur to me before: it seems
that the translucent prop disk object ends up costing 2-3 fps while in the
cockpit view. I wonder if it is worth the cost.
I don't think that we need any prop disk at all for cruise RPMs -- the
Roy Vegard Ovesen wrote:
I too, experienced this, no needles in the instruments. I use a NVidia
card under Cygwin. After installing the cvs version of plib, the needles
appeared (I used to have plib 1.6.0).
Ah, yes -- the last official PLIB version has a bug (I can hardly consider
it a
I haven't heard much talk about the python class wrapper for FGFS's
telnet remote access to the property tree. The scripting directory
in CVS appears to have been untouched for the last couple of years.
Is it still a stable bit of code whose capabilities we promote ?
I'm asking because I've been
Jon S Berndt wrote:
I don't want to burden anyone with any handholding request, but any
pointers on where the best documentation is (I am currently reviewing
the docs at simgear.org), which files -- other than the EasyXML files
themselves -- in the FlightGear tree should I peruse, and any
David Megginson wrote:
Roy Vegard Ovesen wrote:
Another thing that I noticed about the pa28 panel was the plane in the
TC was not transparent where it should be. The rgb file did have an
alpha channel but because the file was only 256 colors the alpha channel
was not transparent in
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