Re: [Flightgear-devel] Re: Fw: FlightGear/src/SceneryFGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Frederic Bouvier
Norman Vine wrote: Alex Romosan writes: Norman Vine [EMAIL PROTECTED] writes: Doesn't SGPath.apapend just do the right thing here ? i.e. there shouldn't be a need to do the ! #ifdef _MSC_VER ! tmp.append( ;); ! #else ! tmp.append( :); !

Re: [Flightgear-devel] Re: Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Erik Hofman
Alex Romosan wrote: Norman Vine [EMAIL PROTECTED] writes: Doesn't SGPath.apapend just do the right thing here ? i.e. there shouldn't be a need to do the ! #ifdef _MSC_VER ! tmp.append( ;); ! #else ! tmp.append( :); ! #endif kludge in the patch below if append() doesn't

[Flightgear-devel] Re: Fw: FlightGear/src/SceneryFGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Alex Romosan
Frederic Bouvier [EMAIL PROTECTED] writes: Norman Vine wrote: Alex Romosan writes: Norman Vine [EMAIL PROTECTED] writes: Doesn't SGPath.apapend just do the right thing here ? i.e. there shouldn't be a need to do the ! #ifdef _MSC_VER ! tmp.append( ;);

Re: [Flightgear-devel] Re: Fw: FlightGear/src/SceneryFGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Frederic Bouvier
Alex Romosan wrote: sorry, i meant sgSearchPathSep (as you correctly point out). the more i look at the code in sg_path.cxx, the more confused i get. what exactly is it being fixed by SGPath::fix()? It changes all occurences of '\' into '/' because MS runtime is able to cope with '/' and

Re: [Flightgear-devel] Re: Fw: FlightGear/src/SceneryFGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Erik Hofman
Alex Romosan wrote: sorry, i meant sgSearchPathSep (as you correctly point out). the more i look at the code in sg_path.cxx, the more confused i get. what exactly is it being fixed by SGPath::fix()? It fixes the case when someone does append(/tmp/mydirectory/whatever); It then replaces every '/'

RE: [Flightgear-devel] Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Norman Vine
Norman Vine wrote: Modified Files: FGTileLoader.cxx Log Message: Windows uses ';' instead of ':' as a path separator. Index: FGTileLoader.cxx === RCS file:

Re: [Flightgear-devel] Fw: FlightGear/src/Scenery FGTileLoader.cxx, 1.7, 1.8

2004-06-07 Thread Erik Hofman
Norman Vine wrote: aside Splitting the database into partitions is potentially a good thing from a management perspective but my guess is that the 'tile loader' should inherit some smarts about which path to use based on file extension name rather then have it have to search multiple paths

Re: [Flightgear-devel] Re: bump map clouds

2004-06-07 Thread Andy Ross
Frederic Bouvier wrote: I am surprised --prop:/sim/rendering/bump-mapping=false don't work for you. I am also able to turn it on and off with the property browser during flight. Someone should put this into the rendering options dialog before we forget. It's really easy, try it. :) Andy

[Flightgear-devel] New dialogs

2004-06-07 Thread Richard Bytheway
I have noticed that if I open and close the autopilot setting dialog repeatedly, the grey panel behind the widgets gets a little smaller each time, eventually disappearing. Is anyone else seeing this? Richard Bytheway

Re: [Flightgear-devel] New dialogs

2004-06-07 Thread Andy Ross
Richard Bytheway wrote: I have noticed that if I open and close the autopilot setting dialog repeatedly, the grey panel behind the widgets gets a little smaller each time, eventually disappearing. There was a similar bug with the layout code that got fixed a few weeks back. Are you on current

[Flightgear-devel] Re: bump map clouds

2004-06-07 Thread Melchior FRANZ
* Andy Ross -- Monday 07 June 2004 16:31: Someone should put this into the rendering options dialog before we forget. It's really easy, try it. :) Do I win the coffee machine? m. :-) Index: rendering.xml === RCS file:

RE: [Flightgear-devel] New dialogs

2004-06-07 Thread Richard Bytheway
Current CVS as of last night (UK time). Richard -Original Message- From: Andy Ross Sent: 07 June 2004 3:51 pm To: FlightGear developers discussions Subject: Re: [Flightgear-devel] New dialogs Richard Bytheway wrote: I have noticed that if I open and close the autopilot

[Flightgear-devel] v0.9.5 scenery

2004-06-07 Thread Curtis L. Olson
This is a warning to all the mirror operators. I'm beginning to copy the v0.9.5 scenery over to ftp.flightgear.org. This is about 12Gb of new data that will be showing today (or however long it takes to copy.) It will show up under .../pub/fgfs/Scenery-0.9.5 Regards, Curt. -- Curtis Olson

Re: [Flightgear-devel] v0.9.5 scenery

2004-06-07 Thread Martin Spott
Curtis L. Olson wrote: This is a warning to all the mirror operators. I'm beginning to copy the v0.9.5 scenery over to ftp.flightgear.org. This is about 12Gb of new data that will be showing today (or however long it takes to copy.) Thanks alot for the notice. Would you mind waiting until

[Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
I want to get a good idea of what the appropriate way to make scenery objects is from the perspective of detail vs performance and general usability. If anyone can answer any of these questions or provide learned opinions, please do: It looks to me like once FG finds a directory for a tile

Re: [Flightgear-devel] Intermittent message on the console

2004-06-07 Thread Ampere K. Hardraade
Um... Durk, I lost the prototype aircraft to quicksand at KLGB. =( It was perfectly fine in the beginning... http://www.cs.yorku.ca/~cs233144/fgfs-screen-028.jpg ...then it starts sinking... http://www.cs.yorku.ca/~cs233144/fgfs-screen-029.jpg ...and nothing is left.

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread David Megginson
Josh Babcock wrote: What would be good poly counts and texture sizes for low and high LOD models of individual objects? Same for autogen objects? Most of the time, buildings on the screen use up only a tiny number of pixels. I often do buildings with 5 quads and a 64x64 texture, but even that

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
David Megginson wrote: Josh Babcock wrote: What would be good poly counts and texture sizes for low and high LOD models of individual objects? Same for autogen objects? Most of the time, buildings on the screen use up only a tiny number of pixels. I often do buildings with 5 quads and a 64x64

Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-07 Thread Andy Ross
Roy Vegard Ovesen wrote: I've also thought about using a textured needle instead of an object colored one. The textured one might look a lot better with variable alpha creating an anti-alias effect, but I'm concerned about performance. Alpha blending is almost free on modern hardware, so I

Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-07 Thread Ampere K. Hardraade
I've just find this out. Check out the Models/3ds folder in your home directory. There is a mesh of KingAir in there. Regards, Ampere ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

Re: [Flightgear-devel] Intermittent message on the console

2004-06-07 Thread Ampere K. Hardraade
It isn't the model. I used a texture from another aircraft and that texture showed up too bright as well. I have tried everything that I can think of, and the model is still showing up too bright in FlightGear. I am sure there is a way to set it, because the other 3ds files in the Models/3ds

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Chris Metzler
On Mon, 07 Jun 2004 16:41:21 -0400 David Megginson [EMAIL PROTECTED] wrote: Most of the time, buildings on the screen use up only a tiny number of pixels. I often do buildings with 5 quads and a 64x64 texture, but even that much texture is too much sometimes. A city with a lot of simple

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Curtis L. Olson
Chris Metzler wrote: Is there the ability to give a distance-dependancy to the textures used on a model? Or, alternately, to have the specific model/texture set used be distance-dependent? I'm aware that one can apply distance-dependent effects to the xml file, but I haven't yet found any docs

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Ampere K. Hardraade
On June 7, 2004 09:56 pm, Curtis L. Olson wrote: Mipmapping does this for you automatically. The system stores several versions of the texture at reduced resolution. If the original texture is 256x256, then the system will also build a 128x128 version, 64x64, 32x32, 16x16, etc. Then the

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Curtis L. Olson
Ampere K. Hardraade wrote: On June 7, 2004 09:56 pm, Curtis L. Olson wrote: Mipmapping does this for you automatically. The system stores several versions of the texture at reduced resolution. If the original texture is 256x256, then the system will also build a 128x128 version, 64x64, 32x32,

Re: [Flightgear-devel] Questions about scenery objects

2004-06-07 Thread Josh Babcock
Curtis L. Olson wrote: Ampere K. Hardraade wrote: On June 7, 2004 09:56 pm, Curtis L. Olson wrote: Mipmapping does this for you automatically. The system stores several versions of the texture at reduced resolution. If the original texture is 256x256, then the system will also build a 128x128