FWIW, the current precipitation rendering code is raw-gl-based as well,
not even done with proper branching via ssg; we just have a special call
to its rendering from within the renderer. I am currently working on
texturing-based precipitation which needs multitexturing, and naturally it
can't be
Jason Cox schreef:
Hi all,
just wondering on weather some one has looked into tapping
into the
3d models that are available for downlaod from google earth?
i think we maybeable to use these if we convert them as they are created
by users of the sketchup program.
any thoughts?
Jason
--- Martin Spott wrote:
I know, this discussion is barely coupled to ongoing development, but
because I like to participate in creating admirable plans, I don't want
to miss it :-))
Yup, there's nothing like designing something there is little chance you
will implement yourself ;).
Actually, sometimes if you get it right (well, I did it once), you can
go a lot faster than that. I managed to get the speed to diverge
rapidly up to 5 or 6 digits once and then FG crashed. I wasn't able
to do it consistently though.
-Jeff
On 7/28/06, Melchior FRANZ [EMAIL PROTECTED] wrote:
$ fgfs --aircraft=YF-23 --airport=knuq --disable-real-weather-fetch
- full throttle
- climb to 8000 ft
- 90 degree bank
- pull stick fully back
amazingly: you don't bleed off speed, but *accelerate*
- at ~1630 kt (after that the speed decreases) 0 degree bank and
90 degree pitch up
-
* Jeff McBride -- Friday 28 July 2006 15:46:
Actually, sometimes if you get it right (well, I did it once), you can
go a lot faster than that.
Yes, you are right. I suggested 8000 ft only as sufficiently high to
not rush into the ground immediately, at that high speed. But trying
at 1000 ft
Selon Mathias Fröhlich :
Hi,
On Wednesday 26 July 2006 19:20, Melchior FRANZ wrote:
We had talked about abstracting out the raw gl-commands into just
one file, and then to use plib wrappers to plug the HUD into the
scene graph. The plib wrappers could eventually get replaced by osg
* Frederic Bouvier -- Thursday 27 July 2006 08:30:
I agree with Mathias : doing raw ogl call outside the scenegraph requires lots
of costly state save and restore
And as I said: the HUD doesn't do many state changes.
if you don't want to see your screen screwed.
OSG is extensible and
On 7/27/06, Jon Stockill [EMAIL PROTECTED] wrote:
So forget converting anything from their 3d warehouse - if you want to
use a model you'll need to get it direct from the author.
There is one thing FG could learn from Google Earth's 3D Warehouse:The
GE Warehouse is linked to directly and
On Friday 28 July 2006 06:21, Robin van Steenbergen wrote:
I know that, since all the airports in the Netherlands are made that
way. But there's one pretty important thing that's not generated on the
ground chart: The buildings are all missing!
Most ground charts do have the buildings on them
Probably one for Melchior...
I saw that the test for ilcanclaw was re-introduced in
hud_ladr.cxx and it seems to stop the energy worm from working.
It works again if I remove the test.
LeeE
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* Lee Elliott -- Saturday 29 July 2006 01:03:
I saw that the test for ilcanclaw was re-introduced in
hud_ladr.cxx and it seems to stop the energy worm from working
No. It hasn't ever been changed there (Cockpit/hud_ladr.cxx).
I only commented it out in the new HUD code in
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