Ampere K. Hardraade wrote:
On November 30, 2005 12:25 pm, Melchior FRANZ wrote:
Could be added to the list of admitted features for 1.0, next
to landing lights ... :-)
m.
Just so people don't pull their hair out trying to come up with a solution to
the landing lights:
Melchior FRANZ wrote:
* Melchior FRANZ -- Friday 02 December 2005 18:44:
I will present a patch after that which restores the
original, pre-ObjectsTerrain behavior.
Committed.
If FG_SCENERY=A:B and both dirs contain a Terrain/ and Objects/
subdir, then FGGlobals::set_fg_scenery()
Melchior FRANZ wrote:
* Melchior FRANZ -- Friday 02 December 2005 01:43:
But ... we weren't really returning the address of an auto var.
Is it a gcc 4.0.2 (SuSE 10.0) compiler bug? tiny_xdr.cxx contains
this function;
float
XDR_decode_float ( const xdr_data_t f_Val )
{
Ampere K. Hardraade wrote:
On November 30, 2005 08:22 pm, Curtis L. Olson wrote:
Perhaps explain to them what our code is attempting to do, and then ask
if they know of a GLX supported way to do it.
I would do that if I can. However, I am not a programmer, and nothing in
Simon Hollier wrote:
Hello,
Attached is a patch for flightgear and simgear that removes the
model_panel kludge and fixes a potential memory leak.
Thoughts/comments?
Simon
I can not test the patch due to lack of time, but I have the impression
that this is not backward
compatible with the
Mathias Fröhlich wrote:
On Freitag 25 November 2005 04:28, Ampere K. Hardraade wrote:
Ignore what I wrote in my last E-mail. I didn't realize I have errors when
compiling.
Whatever we end up here, I think that somebody with such hardware available
should try to reproduce this with a
Georg Vollnhals wrote:
Martin Spott schrieb:
Georg Vollnhals wrote:
An add-on could be a little program outside of FlightGear where you
can place several single objects into a fixed set which can be
placed into the scenery by your new object-edit-code as described
above.
Well,
Buchanan, Stuart wrote:
Hi All,
I've been trying to change the panel on the civilian (non-u3a) C310 model.
However, I keep hitting a problem where the bulkhead behind the panel
(part of the .ac file) is being rendered on-top of the panel, even if the
panel is placed right up at the view-point.
Joacim Persson wrote:
Well I'm not seeing any cloud shadows either.
We don't have cloud shadows in FG.
Harald.
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Dave Perry wrote:
After noting Sid Boyce note concerning freeglut on the users list
where ~/.fgfsrc was the issue, I renamed that file and fgfs worked.
Then I checked which option in fgrun would cause the freeglut abort.
The only problem option I found is
--enable-clouds3d
Same result from
Kitts wrote:
Hi all,
I have been doing some coding and using the property manager in flightgear
but i want to know what is the right way to do it.
I use the method fgGetNode(/path/to/property, true) to get an existing
property or create one if not there. There are a few things i want to
Christian Mayer wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Curtis L. Olson schrieb:
Hi all,
I would really like to get v0.9.9 out the door this week ...
Great!
Will there be a Windows binary prerelease to test it?
Geoff has put a binary here :
Stewart Andreason wrote:
Here's an interesting one:
When flying thru a cloud layer, that layer either disappears or becomes a
solid cloud bank, which is fine when the viewpoint is from the cockpit.
However, if the viewpoint is from the tower, or perhaps by extension, from
another plane in
Buchanan, Stuart wrote:
--- Martin Spott [EMAIL PROTECTED] wrote:
OK, so I think I'd like to suggest that for the Getting Started Guide we
suggest for Windows
whatever_path_to_FG/data/Scenery
whatever_path_to_FG/Scenery
and for *nix
$FG_ROOT/Scenery
/usr/share/FlightGear/Scenery
But why
bass pumped wrote:
Hi,
I'm trying to compile pre-rel-3 in MSVC 7 but i'm running into a
linking problem again. It looks to me like simgear is unable to read
the openAL header files while trying to link. I have put them in the
sound_mngr directory and modified the include statements to read
Melchior FRANZ wrote:
I've just implemented the check for stale METAR reports (to stop
fetching after 10 stale reports). This triggers an assert in
SGThread:
fgfs: /usr/local/include/simgear/threads/SGThread.hxx:155:
void SGThread::join(): Assertion `status == 0' failed.
I don't know much
Durk Talsma wrote:
On Monday 07 November 2005 18:53, Harald JOHNSEN wrote:
Durk Talsma wrote:
I'm trying to work out this idea a bit further and then we can see how it
combines with the animations code. The most important animation is
probably gear up/down, because that's quite
Georg Vollnhals wrote:
Can
you provide a stack backtrace?
m.
Sorry, I think this is far behind my scope as Windows does not give
any stack info back as FG is a Cygwin process. And I have to kill
Cygwin with the Windows taskmanager as it freezes too. And my
knowledge about Cygwin is very
Melchior FRANZ wrote:
* Harald JOHNSEN -- Tuesday 08 November 2005 18:25:
closeDialog will indirectly destroy *iter, so you can not do a iter++
after that.
Whoops. Thanks. Should be fixed now, along with some other problems
and omissions. Please try.
m. :-)
There is no more
Durk Talsma wrote:
I'm trying to work out this idea a bit further and then we can see how it
combines with the animations code. The most important animation is probably
gear up/down, because that's quite visible. Flap extension/retration would
probaly also be quite visible.
Cheers,
Durk
Curtis L. Olson wrote:
I was scanning through the cvs logs trying to refresh my memory on
what has been changed, added, and fixed since the release of v0.9.8
(last January). Here's what I came up with, although after staring at
cvs logs for 2 hours I started having minor hallucinations. So
George Patterson wrote:
On Thu, 2005-11-03 at 14:19 +1100, [EMAIL PROTECTED] wrote:
The preferred format for documentation is LaTex from which html and pdf
versions are generated.
Yes, the FAQ can always be improved. (For example, the hyperlink to
Wolfram's Hangar in section 2.7 is no
Josh Babcock wrote:
Slightly off-topic. Is anyone working on or thinking about improving the
ability to do MFDs and glass cockpit type displays? Someday it would be
really nice to have an easy way to display text on a screen
You could write your text in a texture and then use that as a regular
Dave Martin wrote:
On Friday 28 October 2005 02:03, Vassilii Khachaturov wrote:
In a real gravity-fed Cessna, there are 2 aspects relevant to the engine
problems resulting from negative Gs that I was told about by the
instructors. One is the fuel flow (tanks/carb/engine intake manifold)
Bohnert Paul wrote:
All,
When the 150 was statred it was postioned with it's
wheels below the runway surface. Adding z-m offset and
pitch-deg offset to the c150.xml file places the 150
on the runway surface.
PropertyList
pathcessna150.ac/path
offsets
z-m 0.45/z-m
Geoff Air wrote:
Hi,
Thanks LeeE (Debian) and Oliver C. (Linux) for your
--fog-disable --visability=12 tries ... this is
almost, I say ALMOST, enough to get me to switch to
a *nix system ;=))
=IF= I had got my no fog, maximum visibility, and
disabled clouds, running, one of my next
Jim Wilson wrote:
http://www.spiderbark.com/fgfs/citation_instruments.png
It turns out these are in fact contained in a single 3D model for the entire
aircraft, so it has nothing to do with 2D. Apparently the problem is in the
models. ...
FWIW I'd like to suggest that it is a good idea
Jim Wilson wrote:
Just thought I'd mention a couple things.
1) Some of the aircraft panel instruments display z-fighting even at the
higher depth buffer setting...
# grep Depth XFree86.0.log
(**) NVIDIA(0): Depth 24, (--) framebuffer bpp 32
(--) Depth 24 pixmap format is 32 bpp
...and I'm
Vassilii Khachaturov wrote:
I've tried out the recent c150 updates, and have observed the following
problems:
1) the speeds in the help file and on the specially crafted ASI seem
different from what the real Cessnas have. C150 was an inferior version to
a C152, with all the speeds lower, and
So, maybe I can increase the swap file size, and
certainly REDUCE my very unreasonable visibility,
20 meters, or BOTH ...
The renderer uses an hardcoded far plane of 120 km so with a visibility
120k you load more tiles in memory but you can't see them.
Note, Windows is not completely
Geoff Air wrote:
...
This turned out to be the usual file line ending problem ...
mine has the 'normal' WIN32 0x0d, 0x0a, ending,
and could be solved by 'fixing' the zone.tab file, or, as I
would suggest, a small 'fix' in SimGear, timezone.cxx ...
Changing the line 104, in timezone.cxx -
while
Norman Vine wrote:
Erik Hofman writes:
Martin Spott wrote:
Additionally we need junctions if the plan should make sense. Junctions
like this one:
When carefully designed this could be done with the quad approach
(although it would not be easy). So the data should be quad
Martin Spott wrote:
Harald JOHNSEN wrote:
O
/
/
O-O--
/
/
O
I vote for everything point and lines ;-)
Well, points and lines and taxiway width is what we have now and people
claim that the result
Paul Surgeon wrote:
On Saturday 15 October 2005 20:54, [EMAIL PROTECTED] wrote:
I thought about the taxiway structure/format a while back.
I came to the conclusion that a raw polygon editor is about the only way
you're going to be able to create taxiways properly.
You mean, ac3d or
Martin Spott wrote:
Erik Hofman wrote:
To my opinion the X-Plane format isn't qualified for accurate runway and
taxiway layout.
This is Harald's opinion as well as mine ! _But_: Our opinion on this
format actually does not change it. Right ?
And as long as FG sticks to rely on this
Martin Spott wrote:
...
It is no problem at all to convert a PDF into any other vector format
but I've found it very difficult to define charcteristics that
automagically can tell between runways, taxiways and other objects that
happen to be part of the chart. You always have to spend
Oliver Schroeder wrote:
Am Tuesday 04 October 2005 09:26 schrieb George Patterson:
I was not aware that it is possible to switch to another clients cockpit.
However, if this really depends on properties which get not transmitted over
the network yet, we should disable this in the upcoming
Dave Culp wrote:
... how do I get the distance from
my current Lat/Long to another Lat/Long?
There's a function in SimGear that does this. See
SimGear/simgear/math/sg_geodesy.cxx for a function called int
geo_inverse_wgs_84()
This may be overkill for your application.
Dave
AJ MacLeod wrote:
On Thursday 15 September 2005 18:12, Lee Elliott wrote:
since updating from cvs yesterday I now seem to get segfaults
whenever I try to use real-weather-fetch.
This has been happening with yasim A/C since some of Harald's changes a few
weeks ago. Using a JSBSim
Richard Harke wrote:
I don't have the original post in front of me but if I remember rightly,
just a couple of values from the object are needed for the throw.
Why not copy them to local vars, do the XML_ParserFree
and then the throw using the local vars?
Richard
Now that you talk about
Richard Bytheway wrote:
...
The correction should be in cvs soon, or you can change in
SG/timestamp.cxx line 119:
#if defined( WIN32 )
with
#if defined( WIN32 ) !defined(__CYGWIN__)
Harald.
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Jon Stockill wrote:
Due to the death of the machine I was doing all my flightgear work on
I'm currently trying to set up another machine so I can still build
packages, but I've run into a bit of a problem. While my old packages
work ok on this machine (it's not gonna win any awards for
Mathias Fröhlich wrote:
On Donnerstag 11 August 2005 10:20, Erik Hofman wrote:
Andy Ross wrote:
There is a similar spot in FlightGear where something wants to use a
pointer as an integer ID. I haven't checked these in as this is not
really a good solution -- the ID needs to be
Erik Hofman wrote:
Buchanan, Stuart wrote:
SimGear installed OK (I think), so I don't know
whether I'm missing from timezone libraries or what.
Any idea?
/home/Stuart/SimGear/simgear/timing/timestamp.cxx:74:
undefined reference to [EMAIL PROTECTED]'
collect2: ld returned 1 exit status
Gerard Robin wrote:
Everybody agree with 3DClouds, it is beautiful. I think so.
But, is any way to make the result realistic regarding the weather
(fictif or metar it is the same problem).
You will find here an exemple which makes unusable 3DClouds if we want
the good reality.
Andy Ross wrote:
Gerard Robin wrote:
Being Nvidia and X installed , i continu to search a good answer :
After many experimentations, I did not notice any change between
24bpp and 32 bpp.
There is no difference between 24 and 32 bpp on NVidia hardware. Both
of them give you a 32 bit
Craig Martin wrote:
Jim,
when I open a dos window, and type fgfs, then hit enter, this is what
I get;
Base package check failed...Found version [none] at :\FlightGear
Please updrage to version: 0.9.8
Hit a key to continue.
I think the flightgear directory has to be at the root
Vivian Meazza wrote:
Dave Culp
... snip ...
The present system makes smoke/contrails by releasing AI objects rapidly.
There are three problems with it now:
1) Orienting the objects properly. Only applies for long (i.e.
cylindrical,
rectangular) models.
2) Matching the release rate to
Dave Perry wrote:
This bug showed up about 10 days ago with an update from cvs. Any
ideas what is broken?
Regards,
Dave Perry
I have started to investigate that problem but not found anything atm.
I can reproduce the bug in the same situation as you.
FG is *not* freezed. All (?) is working
Oliver Schroeder wrote:
1) out of reach
[...]
So the question is: How can I easily calculate the distance and how many
nautical miles are out of reach (thinking of e.g. radar systems) ?
I think the range should be user configurable.
For VFR we have a nearly hard coded limit of 10 NM from
Ampere K. Hardraade wrote:
I just noticed that when one is inside an object, or the shadow volume of an
object, then the shadow casted by that object is not visible.
Here is an example:
http://www.students.yorku.ca/~ampere/fgfs-screen-010.jpg
Ampere
It is because the viewer is inside a
Gerard Robin wrote:
== some moving Aircraft components could cast shadow according to their
positions on the Aircraft. That is an exemple on a Naval aircraft the
hook will cast shadow only when it is not fully retracted.
I am not sure I understand this example, or perhaps I presume that
Ampere K. Hardraade wrote:
[...]As to /surface-positions, the properties inside this node can
allow one to see
the animations of others correctly.
Displaying an animated aircraft won't be easy. Animation code in xml
file is refering properties from
the FG property tree (ie the user
Vivian Meazza wrote:
Multiplayer models are already animated - gear goes up/down
correctly. The
problem is that all models are controlled by the receiving player, not the
transmitting one. Shouldn't be too hard to fix.
Is this the right approach? Could we include e.g. the gear up
command in a
Gerard Robin wrote:
Yes i have seen it. (my question was rather to get some answer about the
next noshadow updates depending on Harald to do list).
That property should be like select and any others property.
I never thought of it as a dynamic selector, maybe I am wrong.
Is it any
While looking at the scene graph I saw that the .btg files are
generating a lot of leafs.
This is not new, but perhaps it is becoming worse each time the source
data resolution used to build the
tile becomes finer.
I have added a few traces in simgear's sgBinObjLoad functions, an example :
Erik Hofman wrote:
Harald JOHNSEN wrote:
Is there a reason why we are using fans and not strips for tile
objects ?
http://baron.flightgear.org/pipermail/terragear-devel/2005-June/001219.html
Erik
lol ok, I didn't saw that ;)
Harald
Gerard Robin wrote:
Le mardi 12 juillet 2005 à 07:45 +0200, Mathias Fröhlich a écrit :
/animation
Yes.
As I last looked into the shadow code, there was some heuristic based on
object names which made some surfaces 'noshadow' ones.
That heuristic gives me false positives with the
Gerard Robin wrote:
I just wonder about the fact that every alpha objects make the shadow,
which is behind, disappeared (Vivian did notice it).
Every AC3D users can notice that problem = the object hierarchy must be
built in order to make the alpha objects (canopy, propeller disk ...)
at the
Gerard Robin wrote:
Le dimanche 10 juillet 2005 à 19:42 +0200, Frederic Bouvier a écrit :
I noticed another artefact :
http://frbouvi.free.fr/flightsim/moving-shadow.gif ( animated gif )
When moving toward the blue building, the shadow on the nearest building
face is moving and it seems
Richard Bytheway wrote:
I am getting a compilation failure in GPSsmooth:
(System is Cygwin on W2K, Athlon. FlightGear and SimGear source are CVS from
this morning)
Error is below:
-8
[EMAIL PROTECTED] ~/FGFS/FlightGear/build/utils/GPSsmooth
$ make
if g++
Melchior FRANZ wrote:
It would be nice if we could make the dialog colors user settable. I've
abstracted the process of reading colors from the property tree out into
a function in dialog.cxx:
void getColor(const SGPropertyNode * prop, sgVec4 color);
This reads a colorred.../redblue.../color
Andy Ross wrote:
Frederic Bouvier wrote:
The stencil test is always succeeding. Is there a possible
interaction with the multi pass clouds. Or maybe there is no stencil
buffer.
Dumb question: are we sure we are asking for a stencil buffer? In
both the glut and SDL implementations?
Andy Ross wrote:
Frederic Bouvier wrote:
The stencil test is always succeeding. Is there a possible
interaction with the multi pass clouds. Or maybe there is no stencil
buffer.
Dumb question: are we sure we are asking for a stencil buffer? In
both the glut and SDL implementations?
Ampere K. Hardraade wrote:
On June 29, 2005 09:24 am, Simon Hollier wrote:
No 3D clouds on an r200(9200) with the latest ATI(8.14.13) driver : No
suitable pixel format. Shadows work nicely though :
Simon
I don't see any evidence of a shadow with my graphic card (ATI 9200SE). May
be
Ampere K. Hardraade wrote:
On June 30, 2005 12:46 pm, Harald JOHNSEN wrote:
The options to enable shadows are in the rendering dialog.
Harald.
Strangely, the option is not there. Do I have to run ldconfig after I
compiled and installed SimGear?
Ampere
You need to sync
Jon Stockill wrote:
Melchior FRANZ wrote:
BTW: I just noticed that volumetric shadows work for me with
Linux 2.6.11.7 + nVidia 6629, but not with Linux 2.6.12.2 and
driver 7664. With the latter, the whole screen goes darker, and
no other shadows are visible. But since the newer drivers lock
Martin Spott wrote:
Frederic Bouvier wrote:
Quoting Martin Spott :
Look by yourself :
http://terraserver.microsoft.com/image.aspx?T=4S=12Z=10X=706Y=5191W=3
Oh, nice I think we urgently need a way to inject user-submitted
landcover details into the process of scenery
Lee Elliott wrote:
On Sunday 26 Jun 2005 23:03, Vivian Meazza wrote:
Frederic Bouvier
2 stranges things that I know are inherent to the shadow
volume technique
1. even when surfaces are smoothed, the shadows are hard and
apply to a whole quad when a fuselage shadows itself ( try
the
Paul Kahler wrote:
Oh does that sound like a bad hack. What happens to objects that have
specular highlights? Would the illumination be as if the sun were
shining rather than the spotlight? Lighting is important, but this
doesn't seem like it's physically correct at all. OTOH, fake lighting is
Gerard Robin wrote:
Le mercredi 22 juin 2005 à 09:49 -0500, Alberico, James F a écrit :
The hardware is able to do it, with the old driver 6229 it can.
But the average performance is less, because that driver
does not suit to these new GPU with GPL 2. May be a bug in
the last NVIDIA
Roman Grigoriev wrote:
I would like to add support for them, just in the proper way. That's why
it is still in my TODO box. It's just the time ...
Here are a few things to consider:
1. Move the Shader class over to a new file (probably shader.cxx and
shader.hxx) in
Ampere K. Hardraade wrote:
Finally, is there a potential for this technique of generating shadow to be
used on generating the effects of spot lights (eg. landing light, taxi light,
logo light, etc.)?
You are a genius, forget my previous reply.
We can't lighten pixels from the framebuffer
eagle monart wrote:
I have some visual problems in FG. I comPiled the latest source in
msvc71 and i dont know these problems caused by msvc compiling
first I wanted to talk about 3d clouds ... They are beatiful and also
faster then I expected ...Its like flying in heaven)) but there
Andy Ross wrote:
* Stated exactly: the silhouette is a subset of triangle pairs sharing
an edge where one triangle is front-facing with respect to the light
source, and the other is back-facing may be on the silhouette.
There is a pre process step where I look for the 2 triangles that
Jon Berndt wrote:
I think you are making a disingenuous assumption, here, on what I am saying. It
IS correct
and clear for*European*users, yes. All that I did to the PDF document was to
add a _note_
in the appropriate section in brackets that says: [U.S. keyboards use .
instead of
,]
Now
Ampere K. Hardraade wrote:
Forgive my annoyance, but here are a few more questions. =)
First of all, I am seeing a potential problem when the sun is below the
horizon (during dawn and dusk) and doesn't cast any shadow onto the ground.
Does your code handle this special case at the moment?
eagle monart wrote:
thanks for info Fred , I used FG-ProjectFiles-msvc71.zip now i ve some
link errors. I uploaded to :
http://s22.yousendit.com/d.aspx?id=0FSJCS4G5NWHA0GOYE6BEZKZRM
( I wanted to see 3d clouds before next release :) )
You need to update your project files and add the new
BONNEVILLE David wrote:
From the Quadro FX 3000 :
* 60 Hz refresh
* vertical synchro forced
* no AntiAlias
* no Anisotropic filtering
* 1280*1024
* 32 bpp
* visibility 5 meters
--- Message d'origine ---
De : Ampere K. Hardraade [EMAIL PROTECTED]
: FlightGear developers discussions
---
De : Harald JOHNSEN [EMAIL PROTECTED]
: FlightGear developers discussions flightgear-devel@flightgear.org
Sujet : Re: Re : Re: [Flightgear-devel] getting the best perfo with FG
Date : ven 17 jun 2005 10:45:48 CEST
BONNEVILLE David wrote:
From the Quadro FX 3000 :
* 60 Hz refresh
I have started to add some volumetric shadows in Flightgear.
It uses the standard stencil method to count shadow volume (let me know
if you want an implementation
without stencil, it can also be done with the alpha buffer).
A few days ago I thought that it would be overkill for the processor or
Ampere K. Hardraade wrote:
Finally, there is shadow in FlightGear. =)
Couple of questions:
Do the authors of the aircrafts have to specify the objects that can cast
shadow, or is it all done automatically?
It's automatic. All sub models of the aircraft (the ssg Vtx nodes) are
Vivian Meazza wrote:
Mathias Frhlich wrote
On Mittwoch 15 Juni 2005 11:00, Vivian Meazza wrote:
When browsing Mark Harris' web page I got the impression that he
simulates the
airflow.
This one?
http://www.markmark.net/clouds/
I can't find any reference in the site or the
I was thinking of using some pixel shader for one or two effects.
This would be with the arbvp1 arbfp1 type shader. Of course I won't
write them in assembler by would
use Cg to produce the assembler source.
The use or arb type program should limit the dependencies on standard
opengl driver.
Dave Culp wrote:
This is a poll. Does anyone really want the FDM to allow flying under the
terrain, or was that a misunderstanding by me?
If nobody wants it then I think it should be disallowed.
Dave
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Gerard ROBIN wrote:
Le mercredi 08 juin 2005 03:08 +0200, Gerard ROBIN a crit :
Le mercredi 08 juin 2005 01:45 +0200, Gerard ROBIN a crit :
Le mardi 07 juin 2005 17:07 -0400, [EMAIL PROTECTED] a crit :
I also have an nvidia card, though an older one, and when I go from
Manuel Massing wrote:
Hello Harald,
I am trying to project a texture on the scenario background. A priori
everything is setup correctly and the code should
work but at the end I only get a projection on the screen space.
picture here :
hmm, don't have the time to delve deeper into
can kalkan wrote:
while compiling fg i get these errors. i ignored libcmtd.lib,
libcmt.lib and errors reduced to these ..additional libs are; sg.lib
sl.lib ssg.lib pui.lib ssgaux.lib psl.lib puaux.lib pw.lib
fnt.lib ul.lib net.lib sl.lib js.lib zlib.lib simgear.lib
alut.lib
Josh Babcock wrote:
Josh Babcock wrote:
Jon Berndt wrote:
It's alpha and beta.
in radians:
aero/alpha-rad
aero/beta-rad
in degrees:
aero/alpha-deg
aero/beta-deg
Jon
OK, I'm trying to find what the air velocity relative to the fuselage of
a jsbsim plane is. I'm pretty
I am trying to project a texture on the scenario background. A priori
everything is setup correctly and the code should
work but at the end I only get a projection on the screen space.
picture here :
http://sites.estvideo.net/tipunch/flightgear/shadow/fgfs-screen-044.jpg
It's the leftmost
Giles Robertson wrote:
I've tried compiling fgfs from cvs on mingw again. There are various little
changes which I'll roll up at some point (as in, when it's working ;).
However, there's an odd problem I'm getting at final link:
g++ -DPKGLIBDIR=\/point/share/FlightGear\ -g -O2 -D_REENTRANT
Alberico, James F wrote:
Hi,
I have been tracking down the cause of an FGFS access violation that
occurs when attempting to use 1-arcsec scenery data for a tile generated
in TerraGear to have 4 nodes. Granted, this may be extremely
ambitious from a performance standpoint, and may prove to
wrote:
Dear list members,
I would like to show functions of flightgear and terragear to my boss.
I have succeeded to compile flightgear, but not terragear. There is no
problem with plib, metakit and openal, but I have add some constants
(M_LN2, M_PI, M_E) for simgear and still got 16 errors
Lee Elliott wrote:
On Tuesday 24 May 2005 22:14, Martin Spott wrote:
Wesley Alden Pegden wrote:
glxgears gives me 700fps (as good as it's ever given me),
[...]
With a working OpenGL/DRI setup you typically get far more
than 1000 fps with 'glxgears'. Please run 'glxinfo' or
Drew wrote:
Interesting...I have no use for navaid data. Is there an option to
turn these off? And as far as airports go, I only care about the
imagery. Any other info, I can do without. Hmmm, that would probably
free up a lot of memory too, huh?
I'll look into limiting the region of
Drew wrote:
FlightGear takes nearly a minute to start up from my Windows build,
and I'm just wondering if there's an easy way to shorten this if I'm
not using all of flightgear's features. Is there one particular task
that takes particularly long?
Steven Beeckman wrote:
Hi Mike,
there's an example in the scripts folder (or utils folder) of the
sourcecode (I think) on how to interface in Java. I haven't used it yet
due to lack of time :(.
Greets,
Steven
Citeren Mike Kopack [EMAIL PROTECTED]:
Hey gang,
I'm trying to write some
Erik Hofman wrote:
Harald JOHNSEN wrote:
Another problem not related to pure performance is that the first
retrieval of metar data can block FG for a long time (perhaps one
minute) when the metar server is not accessible (or when there is any
network problem). The code does a lot
Dave Culp wrote:
During sim startup, about 2 or 3 seconds before the world appears, the
splash image is distorted, most often stretched vertically, sometimes split
in two vertically. It's been doing this for a long time, maybe a year or
more, but I've been ignoring it until now.
Anyone
Lee Elliott wrote:
On Sunday 15 May 2005 15:50, Curtis L. Olson wrote:
Erik Hofman wrote:
Curtis L. Olson wrote:
Is there something special that needs to be done to
activate the new 3d clouds? Before this commit I got them
automatically, now I am just getting the original textured
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