(Trying to get back up to speed with FG after a few years absence)
I've noticed the FG (and SG) code contain a fair amount of legacy pre-
processor cruft, some of which is already accompanied by (sometimes
hilarious) comments questioning its validity.
Notably:
- #defines relating to
James Turner wrote:
The key question is, are all of the above #defines safe to be killed?
And are there any others I've missed? There's occasional references to
Borland and IRIX compilers (i.e ancient versions of gcc, like pre
3.x!) in some #defines which I guess could also be cleaned
On 25 Jul 2008, at 01:07, Erik Hofman wrote:
I've just recently committed a patched version of JSBSim that did just
that and so far I've seen nobody complaining.
For me it's a rather simple issue; FlightGear 1.0 is the last version
for old(ish) hardware and compilers and FlightGear CVS is
On Sunday 20 July 2008 12:56, Curtis Olson wrote:
Sandtoft is a minor aerodrome and as such only has basic markings.
Non-precision has the 'piano keys' which aren't required in this
case. There is a splash screen as flightgear fires up featuring a
Cub. The runway markings in that image,
Hello,
Is the current official FlightGear scenery created with a 'World Custom
Scenery Project' patched version of terragear?
Martin.
-
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Build the
Martin Fenelon wrote:
Finally got an old terragear install running again, visual markings are
exactly what I'm after. Talking of terragear, has the main site been
moved? I can't get any of the documentation or older CVS snapshots.
You're going to find the most recent development of
Martin Fenelon wrote:
Is the current official FlightGear scenery created with a 'World Custom
Scenery Project' patched version of terragear?
Well, this is not just a patched version, TerraGear CS (Custom
Scenery, see my previous EMail) is actually where TerraGear development
is being
Hello Martin,
Martin Fenelon wrote:
Is the current official FlightGear scenery created with a 'World Custom
Scenery Project' patched version of terragear?
yes, it is, which is also the reason for some very unfortunate bugs in
the scenery itself, which up to now I wasn't able to fix or work
On 24 Jul 2008, at 19:43, James Turner wrote:
I'll work on some patches for the macintosh | __MWERKS__ | __APPLE__
stuff, FX / XMESA stuff is not controversial, but I'd want to avoid
creating merges headaches for people working on OSG code. I guess
cleaning up / getting rid of compilers.h will
James Turner wrote:
On 25 Jul 2008, at 01:07, Erik Hofman wrote:
I've just recently committed a patched version of JSBSim that did just
that and so far I've seen nobody complaining.
For me it's a rather simple issue; FlightGear 1.0 is the last version
for old(ish) hardware and compilers and
Tim Moore wrote:
Hi Tim,
IRIX (and Solaris and HP) compilers are still used by some of our
developers,
and they have their own set of special bugs.
Well, if you would consider having a closer look, I'd be happy to
create some Solaris/SunStudio error messages for you.
Last time people -
James Turner wrote:
Patch to remove macintosh and MWERKS from Simgear.
Tested on Mac only - I'd verify Linux compilation normally but
currently travelling.
Tested for Linux and committed.
Note, screen/colours.h contains some code relating to gamma which
looks very, very unlikely to be
On 24 Jul 2008, at 20:36, Tim Moore wrote:
I'm all for cleaning up the #ifdefs and #defines. As a baseline, we
don't need
to support compilers that are too broken to compile OpenSceneGraph,
and we would
like to support Cygwin. I believe that gives an oldest gcc version
of 3.4.4.
Tim Moore wrote
-Original Message-
From: [EMAIL PROTECTED] [mailto:flightgear-
[EMAIL PROTECTED] On Behalf Of
Sent: 24 July 2008 19:37
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Legacy #ifdefs
James Turner wrote:
On 25 Jul 2008, at 01:07, Erik Hofman
--- On Wed, 23/7/08, Vivian Meazza wrote:
3d clouds have not been ported to osg. At the current rate
of progress - sometime in the next decade :-).
Progress is marginally better than that - I've ported the code and have even
got it to compile.
I'm now at the stage of crashes-on-startup which
Hello Stuart,
BTW
as 3d clouds seems used multipass rendering maybe
http://projects.tevs.eu/osgppu will be of some help.
Regards
Sergey
On Fri, Jul 25, 2008 at 1:12 AM, Stuart Buchanan
[EMAIL PROTECTED] wrote:
--- On Wed, 23/7/08, Vivian Meazza wrote:
3d clouds have not been ported to osg.
Stuart Buchanan wrote
--- On Wed, 23/7/08, Vivian Meazza wrote:
3d clouds have not been ported to osg. At the current rate
of progress - sometime in the next decade :-).
Progress is marginally better than that - I've ported the code and have
even got it to compile.
I'm now at the
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