Dave Culp wrote:
I made a large (1000 meter) sign to place over the coordinates for Sembach and
Enkenbach, Germany, because the scenery data for that area is not good enough
for finding towns visually.
http://home.comcast.net/~davidculp2/city_sign.jpg
It would be possible to put these over
Dave Culp wrote:
I made a large (1000 meter) sign to place over the coordinates for Sembach and
Enkenbach, Germany, because the scenery data for that area is not good enough
for finding towns visually.
http://home.comcast.net/~davidculp2/city_sign.jpg
It would be possible to put these over
On Saturday, 14 May 2005 12:50, Jon Stockill wrote:
It's easy enough to do using the date from GNS
(http://earth-info.nga.mil/gns/html/) the biggest quiestion is how to
generate the signs - imagemagick could be used to generate a texture to
add to a standard model (and an appropriate xml file
The last commit on props.cxx and prios_io.cxx has a side effect on dialogs.
They appear correctly the first time you invoke them, but on the second
time they are drawn in the bottom left corner
of the screen with a transparent background.
A roll back on these 3 files corrected the problem.
* Harald JOHNSEN -- Saturday 14 May 2005 14:11:
The last commit on props.cxx and prios_io.cxx has a side effect on dialogs.
They appear correctly the first time you invoke them, but on the second
time they are drawn in the bottom left corner
of the screen with a transparent background.
I'll
* Melchior FRANZ -- Saturday 14 May 2005 14:29:
* Harald JOHNSEN -- Saturday 14 May 2005 14:11:
The last commit on props.cxx and prios_io.cxx has a side effect on dialogs.
They appear correctly the first time you invoke them, but on the second
time they are drawn in the bottom left corner
How did you made that ?
Is it a scenari object inserted in the .stg or a run time generated poly
from a text string ?
I made a simple 1000m long rectangle to form the sign. The texture is a
256x256 rgb that can contain about 8 city names (depending on font size, of
course). I put it in the
http://home.comcast.net/~davidculp2/city_sign.jpg
It's easy enough to do using the date from GNS
(http://earth-info.nga.mil/gns/html/) the biggest quiestion is how to
generate the signs - imagemagick could be used to generate a texture to
add to a standard model (and an appropriate xml
Dave Culp wrote:
That sounds interesting. Also, I wonder if the HUD could generate and place
text strings instead? Here are possibilities:
1) Allow each .stg file to have one 256x256 texture, hand made, containing
the names of the biggest 8 (or 16, or whatever) towns. The signs and their
On Saturday 14 May 2005 14:56, Melchior FRANZ wrote:
* Melchior FRANZ -- Saturday 14 May 2005 14:29:
* Harald JOHNSEN -- Saturday 14 May 2005 14:11:
The last commit on props.cxx and prios_io.cxx has a side effect on
dialogs. They appear correctly the first time you invoke them, but on
* Roy Vegard Ovesen -- Saturday 14 May 2005 16:24:
On Saturday 14 May 2005 14:56, Melchior FRANZ wrote:
Unfortunately, something in the dialog code seems to rely on that bug.
Working on it ...
I'll add that reloading the gui (Debug-Reload GUI) at runtime fixes the
dialogs. Hope this info
On Sat, 14 May 2005 08:02:42 -0500, Dave wrote in message
[EMAIL PROTECTED]:
How did you made that ?
Is it a scenari object inserted in the .stg or a run time generated
poly from a text string ?
I made a simple 1000m long rectangle to form the sign. The texture is
a 256x256 rgb that
Melchior FRANZ wrote:
I've found the bug already. In dialog.cxx:
// Remove automatically generated properties, so the layout looks
// the same next time around.
if(!userx) props-removeChild(x);
if(!usery) props-removeChild(y);
if(!userw) props-removeChild(width);
Andy Ross a écrit :
Melchior FRANZ wrote:
I've found the bug already. In dialog.cxx:
// Remove automatically generated properties, so the layout looks
// the same next time around.
if(!userx) props-removeChild(x);
if(!usery) props-removeChild(y);
if(!userw)
* Andy Ross -- Saturday 14 May 2005 19:07:
I'm confused, those properties are removed only if they did not exist
originally (i.e., they were created by the layout process).
Only Nasal dialogs are generated new every time. The ones in
$FG_ROOT/gui/dialogs/
are only read once and then remain in
Dave,
Interesting you should mention that. This would be great for those of us who
fly fgfs using VFR.
Have you seen my mail from a while back
http://mail.flightgear.org/pipermail/flightgear-devel/2003-February/015331.html?
If I remember correctly this MSFS add-on allows you to do something
Melchior FRANZ wrote:
Only Nasal dialogs are generated new every time. The ones in
$FG_ROOT/gui/dialogs/ are only read once and then remain in the
property tree, no? When such a dialog is displayed next time, it will
again read x/y/width/height ... which were removed at the end of the
first
* Andy Ross -- Saturday 14 May 2005 19:35:
The real question is: what is the code that is reading from the
removed node?
For example, the removed x value on second display is read again:
Here:
--- dialog.cxx 6 May 2005 11:46:52 - 1.30
+++ dialog.cxx 14 May 2005 18:10:05 -
@@
As I'm very visually challenged, a sign in the air over an airport saying
KJFK 2.5 miles or some such would be a big help finding my way around.
Identifying particular buildings in the air would be nice too. (Golden Gate
bridge, Washington Monument, landmarks like large cemetaries and parks).
Melchior FRANZ wrote:
For example, the removed x value on second display is read again:
Both of those circumstances have a default value specified, for
precicely the reason that the nodes may not exist.
Calling getIntValue(node, default) on a node that had previously been
deleted with
* Andy Ross -- Saturday 14 May 2005 20:28:
Calling getIntValue(node, default) on a node that had previously been
deleted with removeChild() should *never* return anything but the
default value specified (that is, after all, the whole point of having
a default value in the first place). That
Hey, I had something like that implemented:
http://members.aon.at/mfranz/marker.jpeg [60 kB]
It popped up balloons over the nearest 5 airports. Was all done by
my late metar script written in Perl. I would just need to add some
text ... :-)
m.
Dave,
Yes, that's invaluable. You're fast! 8-) That's EXACTLY what I was looking for!
Now if it only said, Alcatraz 2.5 miles @ 255 degrees. Oh, but I can dream
can't I? 8-)
You can get prices of sectional charts here, they're about 8 dollars or so
each. Here's a price list:
http://members.aon.at/mfranz/marker.jpeg [60 kB]
It popped up balloons over the nearest 5 airports. Was all done by
my late metar script written in Perl. I would just need to add some
text ... :-)
You win the prize for style :) Those look nice.
Dave
* Dave Culp -- Saturday 14 May 2005 21:08:
http://members.aon.at/mfranz/marker.jpeg [60 kB]
You win the prize for style :) Those look nice.
Sorry, I can't accept that prize. It's just colored squeres. No text. :-)
The only nice thing is that not a single line in the source or even the
Melchior,
That's also very nice! Either would work very well for me. Yours is very
colorful!
I can see the balls working also as the circles do in the msoft flightsimulator
tutorial. In the tutorial, you can fly down hoops to catch the right glideslope
for landing. It helps to hold my
* [EMAIL PROTECTED] -- Saturday 14 May 2005 21:46:
[http://members.aon.at/mfranz/marker.jpeg [60 kB]]
Is all this neat stuff in CVS or the scenery data? 8-)
No. And I never adapted it to the new airport database format. So it
isn't functional at the moment. Maybe I'll fix it later (in some
* Melchior FRANZ -- Saturday 14 May 2005 22:36:
I never adapted it to the new airport database format. So it
isn't functional at the moment.
That is: it would have to be changed to read locations from another
list, that contains name type lon lat elevation for each city etc.
Should be easy to
Melchior FRANZ wrote:
So, should we sweep the ... worms ... under the rug, again? And pretend
everything is fine? Carelessly reading from removed nodes, as we always
did?
I think this might have something to do with a recent GUI code change.
In the past the dialogs got read every time the dialog
* Erik Hofman -- Saturday 14 May 2005 23:18:
I think this might have something to do with a recent GUI code change.
No. It was one part of my bugfix for the property system. I had explained this a
few messages earlier in this thread. I explain again. Although we (or I at
least)
didn't know it,
Melchior FRANZ wrote:
(0) removeChild() didn't *really* remove the node, but only mark it as REMOVED
(which is OK and done for performance reasons)
Well, that's the bug certainly. In fact, a quick grep through the
property code shows that flagging the node as removed is, in fact, the
sole
On Sat, 14 May 2005 14:04:17 +0200
Paul Surgeon wrote:
A better way would be to generate the textures dynamically at runtime.
Dynamic scenery in FG ... I must be smoking grass seeing as we can't
even do multitexturing yet.
I suppose you'll be working on that, then.
-c
--
Chris Metzler
Melchior FRANZ wrote:
* [EMAIL PROTECTED] -- Saturday 14 May 2005 21:46:
[http://members.aon.at/mfranz/marker.jpeg [60 kB]]
Is all this neat stuff in CVS or the scenery data? 8-)
No. And I never adapted it to the new airport database format. So it
isn't functional at the moment. Maybe I'll fix
* Jon Stockill -- Sunday 15 May 2005 01:45:
Just out of interest, how do you create position models through the
telnet interface? This'd be really handy for testing models.
You should read flightgear-users! :-)
http://baron.flightgear.org/pipermail/flightgear-users/2005-May/010974.html
* Melchior FRANZ -- Sunday 15 May 2005 02:12:
BTW: my script is functional again, and shows the balloons over airports.
Now I'll make the billboarding rectangles, and finally create text textures
(dynamically generated by e.g. ImageMagick, and maybe cached)
OK. Here's one first real-time
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