This update adds the ability to do multiple texture transforms (Steve B.
thinks supporting them at the plib level would be inefficient, which is
probably true).
Removed units (e.g. _m) from texture translation property and variable names
since the texture translation values are dimensionless.
Hi,
I´m new here und I´d like to do anything for the great FlightGear projekt. I
began to make a panel for B-747, I could make panels for any other aircraft,
perhaps 3d-cockpits or even models, just say me what you need.
Best regards
Ilja
___
Martin Spott wrote:
Erik Hofman [EMAIL PROTECTED] wrote:
Martin
Looks much better after the latest modification. I noticed that '-lxnet'
lives in $network_LIBS in FlightGear and in $LIBS in Simgear. $network_LIBS
does not exist in SimGear - is this yours or Curt's intention ?
Mine. The idea
Frederic Bouvier wrote:
Please ignore my previous patch. It only produce white splash. Instead,
please apply the one below. The memory is deleted in the destructor.
Well, that way the texture data is kept in memory at three different places:
1. Main memory (because of your patch)
2. Main memory
Curtis L. Olson wrote:
Martin Spott writes:
Looks much better after the latest modification. I noticed that '-lxnet'
lives in $network_LIBS in FlightGear and in $LIBS in Simgear. $network_LIBS
does not exist in SimGear - is this yours or Curt's intention ?
There have been a lot of changes to
Jim Wilson wrote:
This update adds the ability to do multiple texture transforms (Steve B.
thinks supporting them at the plib level would be inefficient, which is
probably true).
Removed units (e.g. _m) from texture translation property and variable names
since the texture translation values are
Erik Hofman [EMAIL PROTECTED] wrote:
Mine. The idea behind it is that we don't want all network, opengl and
thread libraries compiled against all programs in the FlightGear tree
(even those that don't need them).
I'll leave this up to you. Just for the record I'd like to note that
* Martin Spott -- Thursday 10 July 2003 11:49:
It takes about 6 hours to build on my machine
$ make clean
[...]
$ time make
[...]
real2m7.420s
user1m5.320s
sys 0m10.340s
2 minutes, 7 seconds - http://ccache.samba.org/
m. :-)
* Melchior FRANZ -- Wednesday 09 July 2003 20:02:
[...] This change makes the chase view feel more natural. [...]
If it should be decided to accept this patch, then please take the last
version from here: http://www.unet.univie.ac.at/a8603365/viewer.diff
Note that this patch is (despite the
* Melchior FRANZ -- Thursday 10 July 2003 12:26:
If it should be decided to accept this patch, then please take the last
version from here: http://www.unet.univie.ac.at/a8603365/viewer.diff
Oops. Either follow the link, or use the following address:
Melchior FRANZ wrote:
* Martin Spott -- Thursday 10 July 2003 11:49:
It takes about 6 hours to build on my machine
2 minutes, 7 seconds - http://ccache.samba.org/
Does this work well for active development?
I daily change a lot of files for FlightGear/SimGear and would assume
this won't be
* Erik Hofman -- Thursday 10 July 2003 13:39:
Melchior FRANZ wrote:
* Martin Spott -- Thursday 10 July 2003 11:49:
It takes about 6 hours to build on my machine
2 minutes, 7 seconds - http://ccache.samba.org/
Does this work well for active development?
I daily change a lot of
Melchior FRANZ wrote:
Files that changed do of course have to be recompiled, and
ccache knows that. It takes every C(++) source file, lets the
preprocessor expand all macros and include all headers, then
removes all comments and insignificant spaces/newlines, builds
a checksum and stores the
Erik Hofman wrote :
Frederic Bouvier wrote:
Please ignore my previous patch. It only produce white splash. Instead,
please apply the one below. The memory is deleted in the destructor.
Well, that way the texture data is kept in memory at three different places:
1. Main memory
Melchior FRANZ [EMAIL PROTECTED] wrote:
2 minutes, 7 seconds - http://ccache.samba.org/
Obviously you don't compile the Whole Stuff (metakit/plib/Sim-/FlightGear),
otherwise you would have noticed some build errors that shuld have shown up
on _every_ platform. I've detected a bug in plib and
* Erik Hofman -- Thursday 10 July 2003 13:39:
Does this work well for active development?
yes. I haven't had problems so far. And in the worst case you can
still rm -rf ~/.ccache.
I daily change a lot of files for FlightGear/SimGear and would assume
this won't be of much help then. Or am I
Frederic BOUVIER wrote:
Erik Hofman wrote :
Frederic Bouvier wrote:
Please ignore my previous patch. It only produce white splash. Instead,
please apply the one below. The memory is deleted in the destructor.
Well, that way the texture data is kept in memory at three different
* Martin Spott -- Thursday 10 July 2003 13:57:
Melchior FRANZ [EMAIL PROTECTED] wrote:
2 minutes, 7 seconds - http://ccache.samba.org/
Obviously you don't compile the Whole Stuff (metakit/plib/Sim-/FlightGear),
[...]
The 2 minutes/7 seconds was just fgfs. You have to add one
or two
* Erik Hofman -- Thursday 10 July 2003 14:01:
Ah, worst case scenario: It's not faster than before.
Umm ... the worst case scenario is, that it takes a few
seconds longer, because the preprocessing has to be done.
See http://ccache.samba.org/ for a comparison.) But it's
then really just a matter
Melchior FRANZ wrote:
Just set these variables before you configure:
export CPP=ccache gcc -E# probably not necessary
export CC=ccache gcc
export CXX=ccache c++
Better not, I'm not using gcc :-)
Erik
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[EMAIL PROTECTED] writes:
I´m new here und I´d like to do anything for the great FlightGear projekt. I
began to make a panel for B-747, I could make panels for any other aircraft,
perhaps 3d-cockpits or even models, just say me what you need.
3D cockpits and models are very welcome.
All
For those of us using FlightGear to supplement our training for a PPL, a Cessna
152 would be a great benefit... Not quite the 747 complexity, but maybe a good
starting point... ;)
I had planned on 172, but my instructor convinced me that it'd be
*significantly* cheaper to learn in a 152, then
[EMAIL PROTECTED] said:
I´m new here und I´d like to do anything for the great FlightGear projekt. I
began to make a panel for B-747, I could make panels for any other aircraft,
perhaps 3d-cockpits or even models, just say me what you need.
Do you have use of modeling software? Let us know
Did someone recently make up a TODO list? It seems I remember reading some
suggested lists here a couple weeks ago. How about putting it in the wiki?
The neat thing is that the wiki could keep a list of who's working in what
areas too.
Best,
Jim
For those of us using FlightGear to supplement our training for a
PPL, a Cessna
152 would be a great benefit... Not quite the 747 complexity,
but maybe a good
starting point... ;)
Just a very quick off-the-top-of-my-head question: could we get a decent
approximation of a C-152 by using the
How can lat/lon/alt get converted to sgMat4 coordinates? I thought
the following portion of code, taken from test-up.cxx, would
be close (at least for position, but not for the rotation).
double lat = 38.9340;
double lon = -77.4576;
double alt =0;
Point3D pgd( lon *
I would like to try atlas, do I need to give flightgear any specific
configure options (or anything else associated to fgfs).
Chris
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On Fri, 27 Jun 2003 01:08:29 -
Jim Wilson [EMAIL PROTECTED] wrote:
This was started, but I ran into problems. I'm not quite done filling
up the cockpit (waiting for more pictures). Eventually the pilot will
go in there somewhere. My thought is it would be cool to have really a
good
On Thu, 26 Jun 2003 23:40:48 +0200 (MET DST)
Piotr Jaworski [EMAIL PROTECTED] wrote:
And Manoeuvres:
2) roll (generaly impossible, only half roll)(but Lockheed Model
286(XH-51) and Cheyenne, Sikorsky CH53D, prototype S-60 Blackhawk )
3) loop (generaly impossible only half loop))(but Lockheed
On Thursday 10 July 2003 21:54, Jorge Van Hemelryck wrote:
On Thu, 26 Jun 2003 23:40:48 +0200 (MET DST)
Piotr Jaworski [EMAIL PROTECTED] wrote:
And Manoeuvres:
2) roll (generaly impossible, only half roll)(but Lockheed Model
286(XH-51) and Cheyenne, Sikorsky CH53D, prototype S-60
As I said in my last post, I haven't made many contributions yet. Here's
something for those who, like me, use a Thrustmaster Direct-Connect system
(namely the Attack Throttle in my case).
My setup is as follows (all Thrustmaster) : Mark II Flight Control System
connected together with Elite
On Thursday 10 July 2003 22:38, Curtis L. Olson wrote:
From the FWIW department ...
Today I was able to get FlightGear running on a 5 projector wrap
around display.
Here is a picture of the facility (when it was running other
software):
On Thursday 10 July 2003 13:45, Jorge Van Hemelryck wrote:
On Fri, 27 Jun 2003 01:08:29 -
Jim Wilson [EMAIL PROTECTED] wrote:
This was started, but I ran into problems. I'm not quite done filling
up the cockpit (waiting for more pictures). Eventually the pilot will
go in there
From the FWIW department ...
Today I was able to get FlightGear running on a 5 projector wrap
around display.
Here is a picture of the facility (when it was running other
software):
http://www.humanfirst.umn.edu/Facilities/simpics/screenandcar_small.jpg
There are 5 forward channels each
Curt-
That is really cool. Thanks for posting it. Now, can we put
one of those in my den, so that I can practice approaches?
Ken
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On Thursday 10 July 2003 14:41, Lee Elliott wrote:
On Thursday 10 July 2003 22:38, Curtis L. Olson wrote:
From the FWIW department ...
Today I was able to get FlightGear running on a 5 projector wrap
around display.
Here is a picture of the facility (when it was running other
Curtis L. Olson writes:
Today I was able to get FlightGear running on a 5 projector wrap
around display.
Here is a picture of the facility (when it was running other
software):
http://www.humanfirst.umn.edu/Facilities/simpics/screenandcar_small.jpg
Neat :-)
Out of curiosity what
I am getting ready to fire up Blender.
I have a question for the experienced AC models.
What is the Best way to approach starting a brand new model?
I have a 3 view of the AC .. is it best to start from the front view and get
a general circlesh outline of the fusilage and extrude back?
From
Years ago, while working for CAE-Link (formerly Singer Link, now part of
Hughes Training) there was a gentleman working in the visuals group who was
able to produce the illusion of full motion video at roughly 4 hz, IIRC, using
some synchronization from an eye-tracking device. Never did get to
WillyB writes:
What is the Best way to approach starting a brand new model?
I have a 3 view of the AC .. is it best to start from the front
view and get a general circlesh outline of the fusilage and extrude
back?
More or less. I usually start with the widest part of the fuselage,
Very nice! So when you turn the wheel, does it steer or do you use the pedals?
Any chance I could borrow it just for the weekend?
Best,
Jim
Curtis L. Olson [EMAIL PROTECTED] said:
From the FWIW department ...
Today I was able to get FlightGear running on a 5 projector wrap
around
WillyB [EMAIL PROTECTED] said:
On Thursday 10 July 2003 13:45, Jorge Van Hemelryck wrote:
On Fri, 27 Jun 2003 01:08:29 -
Jim Wilson [EMAIL PROTECTED] wrote:
This was started, but I ran into problems. I'm not quite done filling
up the cockpit (waiting for more pictures).
Jim Wilson writes:
Very nice! So when you turn the wheel, does it steer or do you use
the pedals?
Any chance I could borrow it just for the weekend?
If any one wanted to travel to minneapolis, there is a good chance I
could get you in for a demo (assuming the sim isn't being used at the
Norman Vine writes:
Curtis L. Olson writes:
Today I was able to get FlightGear running on a 5 projector wrap
around display.
Here is a picture of the facility (when it was running other
software):
http://www.humanfirst.umn.edu/Facilities/simpics/screenandcar_small.jpg
On Thursday 10 July 2003 16:42, Curtis L. Olson wrote:
Norman Vine writes:
Curtis L. Olson writes:
Today I was able to get FlightGear running on a 5 projector wrap
around display.
Here is a picture of the facility (when it was running other
software):
On Thursday 10 July 2003 15:50, David Megginson wrote:
WillyB writes:
What is the Best way to approach starting a brand new model?
I have a 3 view of the AC .. is it best to start from the front
view and get a general circlesh outline of the fusilage and extrude
back?
More or
WillyB writes:
H At least it's not WinBlows :P
Seriously, and just out of curiousity, what OS would be your choice?
This is getting *way* off topic and *way* into the area of personal
opinion, but I personally run Debian. I've been hearing good things
about Gentoo lately so that's on
H...looks like he's really lost it this time.
Best,
Jim
Curtis L. Olson [EMAIL PROTECTED] said:
WillyB writes:
H At least it's not WinBlows :P
Seriously, and just out of curiousity, what OS would be your choice?
This is getting *way* off topic and *way* into the area of
I've been incomunicado for a while, so to catch up here's some stuff I've been
working on.
First a FW-190: http://home.comcast.net/~davidculp2/fw190.jpg
This was just to test Aero-Matic, but it's turned out to be a nice flying
machine.
Then there's the paraglider:
There is a very complete paper on the Schweizer here:
www.dfrc.nasa.gov/DTRS/1990/PDF/H-1563.pdf
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of David Culp
Sent: Thursday, July 10, 2003 9:04 PM
To: flightgear-devel
Subject: [Flightgear-devel] newer
On Thursday 10 July 2003 23:50, David Megginson wrote:
WillyB writes:
What is the Best way to approach starting a brand new model?
I have a 3 view of the AC .. is it best to start from the front
view and get a general circlesh outline of the fusilage and extrude
back?
More
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